Brawl - Sheik - Subaction - AttackHi4

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Stats

IASA: 47
Partially Intangible: 5-9
Hitboxes active: 5, 7-9
Hitbox set 0 hits: 5, 7
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.

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 17 50 82 93 Slash Slash 1.5 4 9 9
0 1 17 50 82 93 Slash Slash 1.5 4 9 9

Frames:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 38 100 50 Slash Punch 7 7
0 1 12 38 100 50 Slash Punch 7 7
0 2 12 38 100 50 Slash Punch 7 7
0 3 12 38 100 50 Slash Punch 7 7

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 36, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 46, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 19, state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 93, wdsk: 0, kbg: 82, shield_damage: 4, bkb: 50, size: 5.5, x_offset: -2.8, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 93, wdsk: 0, kbg: 82, shield_damage: 4, bkb: 50, size: 5.5, x_offset: 2.8, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(1.0)
  8. DeleteAllHitBoxes
  9. SyncWait(1.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 38, 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: Slash, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 38, 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: Slash, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 38, size: 4.8, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 38, size: 4.8, x_offset: 3.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, 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 })
  14. SyncWait(3.0)
  15. DeleteAllHitBoxes
  16. UnchangeHurtBoxStateSpecific
  17. AsyncWait(46.0)
  18. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. GraphicEffect(GraphicEffect { graphic: 41, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 45.0, 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(6.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1579)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(4160)
  7. SyncWait(3.0)
  8. SoundEffectStop(4160)
  9. SyncWait(1.0)
  10. SoundEffect1(4075)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. UnknownEvent { namespace: 0x18, code: 0x3, unk1: 0x0, arguments: [Value(2), Scalar(120.0)] }
  3. AsyncWait(6.0)
  4. Rumble { unk1: 12, unk2: 0 }