Brawl - Peach - Subaction - AttackHi3

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Stats

IASA: 38
Partially Intangible: 10-13
Hitboxes active: 10-14
Hitbox set 0 hits: 10
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.

Frames:10-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 60 70 65 Normal Unknown(128) false 7 8
0 1 10 60 70 65 Normal Unknown(128) true 6 6

Scripts

Main

  1. AsyncWait(9.0)
  2. ChangeHurtBoxStateSpecific { bone: 81, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 60, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 61, state: IntangibleFlashing }
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 65, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 11.0, x_offset: 0.0, y_offset: 24.0, 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: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 65, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 17.0, 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: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. AsyncWait(13.0)
  8. UnchangeHurtBoxStateSpecific
  9. AsyncWait(14.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(37.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { 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, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 13, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 25.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(8.0)
  2. SoundVoiceLow
  3. SoundEffect1(3863)
  4. SyncWait(1.0)
  5. SoundEffect1(3876)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 17, unk2: 0 }