Brawl - Olimar - Subaction - AttackHi3

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Stats

IASA: None
Hitboxes active: 6, 8, 10, 12, 14, 16, 18, 20
Hitbox set 0 hits: 6, 8, 10, 12, 14, 16, 18
Hitbox set 1 hits: 20
Subaction Index: 0x54

Hitboxes

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

Frame:6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 50 0 100 120 Normal Kick 2 3
0 1 1 50 0 100 70 Normal Kick 2 3
0 2 1 30 0 100 92 Normal Kick 2 3
0 3 1 7 0 100 272 Normal Kick 2 3

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 4 50 120 90 Normal Kick 3 4
1 1 4 50 120 90 Normal Kick 3 4

Scripts

Main

  1. AsyncWait(5.0)
  2. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 120, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 3.0, y_offset: 4.0, z_offset: 5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 70, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -3.0, y_offset: 4.0, z_offset: -5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 92, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 272, wdsk: 7, kbg: 100, shield_damage: 0, bkb: 0, size: 3.4, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 1, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 1, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: false })
  3. AsyncWait(8.0)
  4. GraphicEffect(GraphicEffect { graphic: 14, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(5076)
  3. SyncWait(2.0)
  4. SoundEffect1(109)
  5. SyncWait(1.0)
  6. SoundEffect1(112)
  7. SyncWait(6.0)
  8. SoundEffect1(109)
  9. SyncWait(1.0)
  10. SoundEffect1(112)
  11. SyncWait(6.0)
  12. SoundEffect1(109)
  13. SyncWait(1.0)
  14. SoundEffect1(112)
  15. SyncWait(10.0)
  16. SoundEffect1(5079)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(17.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(37.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }