Brawl - Peach - Subaction - Final

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Stats

IASA: None
Fully Intangible: 1-256
Hitboxes active: 41-230
Hitbox set 0 hits: 41, 62, 141
Subaction Index: 0x1df

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:41-61

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 0 40 0 0 361 Normal Unique false 0 0 false true 19 0
0 1 20 0 0 361 Normal Unique false 0 0 false true 10 0
0 2 10 0 0 361 Normal Unique false 0 0 false true 6 0

Frames:62-140

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 4 0 0 180 0 Sleep Unique false 0 0 false true 1 0
0 5 0 0 130 0 Sleep Unique false 0 0 false true 1 0
0 6 0 0 90 0 Sleep Unique false 0 0 false true 1 0

Frames:141-230

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 4 0 0 150 0 Sleep Unique false 0 0 false true 1 0
0 5 0 0 90 0 Sleep Unique false 0 0 false true 1 0
0 6 0 0 50 0 Sleep Unique false 0 0 false true 1 0

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.0, x_angle: 0.0, y_angle: 0.0 })
  3. AsyncWait(40.0)
  4. CameraNormal
  5. CameraCloseup(CameraCloseup { zoom_time: 150, unk: 0, distance: 5.0, x_angle: 0.0, y_angle: 0.0 })
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 0, set_id: 0, damage: Constant(40.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 40.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 100.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 200.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  10. AsyncWait(61.0)
  11. DeleteAllHitBoxes
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 4, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 180, shield_damage: 0, bkb: 0, size: 60.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 5, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 0, size: 100.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 6, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 200.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  15. AsyncWait(140.0)
  16. DeleteAllHitBoxes
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 4, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 0, size: 60.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 5, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 100.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  19. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 105, hitbox_id: 6, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 0, size: 200.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Sleep, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, 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: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: false })
  20. AsyncWait(230.0)
  21. DeleteAllHitBoxes
  22. AsyncWait(250.0)
  23. CameraNormal

GFX

  1. AsyncWait(40.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 237, graphic: 5, bone: 4, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 237, graphic: 6, bone: 105, x_offset: 12.0, y_offset: 0.0, 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 })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 237, graphic: 6, bone: 105, x_offset: -12.0, y_offset: 0.0, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 237, graphic: 6, bone: 105, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 237, graphic: 6, bone: 105, x_offset: 0.0, y_offset: 0.0, z_offset: -12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

    Other

    1. ItemVisibility(false)
    2. Rumble { unk1: 14, unk2: 0 }