Brawl - Peach - Subaction - AttackHi4

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Stats

IASA: 36
Partially Intangible: 5-11
Hitboxes active: 5-11
Hitbox set 0 hits: 5
Subaction Index: 0x5d

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 15 40 100 90 Normal Punch true 4 8 8
0 1 17 40 100 90 Normal Kick true 4 9 9
0 2 8 30 100 75 Normal Punch false 4 5 6
0 3 8 30 100 75 Normal Punch false 4 5 6

Frames:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 40 100 90 Normal Punch 4 7 7
0 1 10 40 100 90 Normal Kick 4 6 6

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 81, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 90, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 61, state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 92, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 89, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 0.0, 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: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 30, size: 3.6, x_offset: 0.0, y_offset: 8.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 30, size: 3.6, x_offset: 0.0, y_offset: 8.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 92, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 89, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 0.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. DeleteHitBox(2)
  13. DeleteHitBox(3)
  14. SyncWait(4.0)
  15. DeleteAllHitBoxes
  16. UnchangeHurtBoxStateSpecific
  17. AsyncWait(35.0)
  18. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  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: 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: true })
  3. AsyncWait(4.0)
  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: 0.6, 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 })

SFX

  1. AsyncWait(2.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1499)
  4. SyncWait(2.0)
  5. SoundEffect1(168)
  6. SoundEffect1(3866)
  7. SoundEffect1(108)
  8. SyncWait(4.0)
  9. SoundEffect1(3866)
  10. SyncWait(2.0)
  11. SoundEffect1(108)
  12. SyncWait(4.0)
  13. SoundEffect1(3866)
  14. SyncWait(2.0)
  15. SoundEffect1(108)

Other

  1. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  2. AsyncWait(13.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(23.0)
  5. SlopeContourStand { leg_bone_parent: 6 }