Brawl - Ness - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 1-10
Hitboxes active: 1-32
Hitbox set 0 hits: 1
Subaction Index: 0x1de

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:1-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 25 83 80 361 Electric Kick 13 12

Frames:11-32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 21 45 70 361 Electric Shock 11 11

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 83, size: 7.0, x_offset: 0.0, y_offset: 3.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
  3. loop 5 times:
    1. SyncWait(2.0)
  4. ChangeHurtBoxStateAll { state: Normal }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(21.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 45, size: 4.8, x_offset: 0.0, y_offset: 3.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  6. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  7. AsyncWait(32.0)
  8. DeleteAllHitBoxes
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 22, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  2. UnknownEvent { namespace: 0x11, code: 0x19, unk1: 0x0, arguments: [Value(720902), Value(22), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Bool(true)] }
  3. loop Infinite times:
    1. FlashEffectOverlay { red: 128, green: 128, blue: 128, alpha: 80 }
    2. SyncWait(2.0)
    3. FlashEffectOverlay { red: 0, green: 255, blue: 0, alpha: 80 }
    4. SyncWait(2.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffectStop(3706)
  3. SoundEffect1(80)
  4. SyncWait(1.0)
  5. SoundEffect1(3610)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 15, unk2: 0 }