Brawl - Sheik - Subaction - AttackHi3

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Stats

IASA: 36
Hitboxes active: 5-10, 19-24
Hitbox set 0 hits: 5, 19
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:5-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 6 30 0 100 30 Normal Burn AD 0.5 4 5
0 1 6 28 0 100 350 Normal Burn AD 0.5 4 5
0 2 6 40 0 80 75 Normal Burn AD 0.5 4 5

Frames:19-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 20 122 60 Normal Kick 5 5
0 1 7 20 122 60 Normal Kick 5 5
0 2 7 20 122 60 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 75, wdsk: 40, kbg: 80, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 30, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 350, wdsk: 28, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 2.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  5. SyncWait(6.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(18.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 0, kbg: 122, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 0.4, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 0, kbg: 122, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 5.0, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 0, kbg: 122, shield_damage: 0, bkb: 20, size: 6.5, 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 })
  11. SyncWait(6.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(35.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(24.0)
  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: true })

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(4158)
  4. SyncWait(14.0)
  5. SoundEffect1(4158)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(25.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }