Brawl - Olimar - Subaction - AttackS3S_1

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Stats

IASA: 38
Hitboxes active: 9-18
Hitbox set 0 hits: 9
Subaction Index: 0x50

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:9-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 15 130 361 Normal Kick 4 5
0 1 6 15 130 361 Normal Kick 4 5
0 2 6 15 130 361 Normal Kick 4 5

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 15, size: 5.0, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(18.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(37.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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: 1.0, 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(17.0)
  4. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.0, 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(6.0)
  2. SoundEffect1(5079)
  3. SyncWait(2.0)
  4. SoundEffect1(54)
  5. SyncWait(9.0)
  6. SoundEffect1(5013)
  7. SyncWait(15.0)
  8. SoundEffect1(5118)
  9. SyncWait(5.0)
  10. SoundEffect1(5116)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(17.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(30.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }