Brawl - Samus - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 3-6
Hitboxes active: 5-30
Hitbox set 0 hits: 5, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29
Subaction Index: 0x1d8

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 120 40 95 Normal Kick 0.5 3 2 3
0 1 2 120 40 95 Normal Kick 0.5 3 2 3
0 2 2 105 40 95 Normal Kick 0.5 3 2 3
0 3 2 105 40 95 Normal Kick 0.5 3 2 3

Frames:7-12

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 90 40 98 Normal Kick 0.2 3 2 3
0 1 1 90 40 98 Normal Kick 0.2 3 2 3
0 2 1 60 40 98 Normal Kick 0.2 3 2 3
0 3 1 60 40 98 Normal Kick 0.2 3 2 3

Frames:13-28

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 70 0 100 110 Normal Kick 0.4 3 2 3
0 1 1 70 0 100 110 Normal Kick 0.4 3 2 3
0 2 1 50 0 100 240 Normal Kick 0.4 3 2 3
0 3 1 50 0 100 240 Normal Kick 0.4 3 2 3

Frames:29-30

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 1 50 175 70 Electric Kick 3 2 3

Scripts

Main

  1. AsyncWait(2.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(4.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 120, size: 3.8, x_offset: 0.0, y_offset: -1.2, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 120, size: 3.8, x_offset: 0.0, y_offset: -1.2, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 105, size: 3.8, x_offset: 0.0, y_offset: 9.6, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 105, size: 3.8, x_offset: 0.0, y_offset: 9.6, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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 })
  9. SyncWait(2.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. LedgeGrabEnable(EnableInFront)
  12. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 98, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 90, size: 3.3, x_offset: 0.0, y_offset: -1.2, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 98, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 90, size: 3.3, x_offset: 0.0, y_offset: -1.2, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 98, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 60, size: 3.3, x_offset: 0.0, y_offset: 9.6, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, 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: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 98, wdsk: 0, kbg: 40, shield_damage: 3, bkb: 60, size: 3.3, x_offset: 0.0, y_offset: 9.6, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, 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(2.0)
    6. DeleteAllHitBoxes
  13. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  14. loop 8 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 70, kbg: 100, shield_damage: 3, bkb: 0, size: 3.2, x_offset: 0.0, y_offset: -0.8, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.4, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 70, kbg: 100, shield_damage: 3, bkb: 0, size: 3.2, x_offset: 0.0, y_offset: -0.8, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.4, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 240, wdsk: 50, kbg: 100, shield_damage: 3, bkb: 0, size: 3.1, x_offset: 0.0, y_offset: 9.6, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.4, 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: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 240, wdsk: 50, kbg: 100, shield_damage: 3, bkb: 0, size: 3.1, x_offset: 0.0, y_offset: 9.6, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.4, 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(2.0)
    6. DeleteAllHitBoxes
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 70, wdsk: 0, kbg: 175, shield_damage: 3, bkb: 50, size: 9.6, x_offset: 0.0, y_offset: 5.2, z_offset: 1.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  16. SyncWait(2.0)
  17. DeleteAllHitBoxes
  18. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 10, bone: 3, 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, randomize: None, terminate_with_animation: true })
  2. GraphicEffect(GraphicEffect { graphic: 33, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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, 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 })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(2817)
  3. SyncWait(8.0)
  4. SoundEffect1(2818)
  5. SyncWait(8.0)
  6. SoundEffect1(2819)
  7. SyncWait(8.0)
  8. SoundEffect1(2820)
  9. SyncWait(8.0)
  10. SoundEffect1(2821)
  11. SyncWait(8.0)
  12. SoundEffect1(2822)
  13. SyncWait(8.0)
  14. SoundEffect1(2821)
  15. SyncWait(8.0)
  16. SoundEffect1(2820)

Other

  1. AsyncWait(3.0)
  2. RumbleLoop { unk1: 3, unk2: 40 }