Brawl - Sonic - Subaction - AttackHi4

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Stats

IASA: None
Fully Intangible: 5-7
Partially Intangible: 8-53
Hitboxes active: 6, 8, 10, 12, 14, 16, 18, 20-21
Hitbox set 0 hits: 6, 8, 10, 12, 14, 16, 18, 20
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:6

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 5 60 85 80 Normal Punch 0.2 4 4
0 1 5 60 85 90 Normal Punch 0.2 4 4

Frame:8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frame:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frame:12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frame:14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frame:16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frame:18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 220 Normal Kick false 0.6 2 3
0 1 1 60 0 100 220 Normal Kick false 0.6 2 3
0 2 1 60 0 100 130 Normal Kick false 0.6 2 3
0 3 1 60 0 100 130 Normal Kick false 0.6 2 3

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 70 153 75 Normal Kick 3 4

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: -4.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(7.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 220, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 26.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 220, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 26.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 130, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 14.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 130, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 14.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 153, shield_damage: 0, bkb: 70, size: 10.0, x_offset: 4.0, y_offset: 25.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(2.0)
  13. DeleteAllHitBoxes

GFX

  1. AsyncWait(5.0)
  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: 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 4, bone: 80, 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 })
  4. AsyncWait(7.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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 })
  6. AsyncWait(17.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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 })
  8. AsyncWait(31.0)
  9. GraphicEffect(GraphicEffect { graphic: 11, 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(5.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2681)
  4. SoundEffect1(6478)
  5. SyncWait(27.0)
  6. SoundEffect1(6521)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(6.0)
  5. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  6. ItemVisibility(false)
  7. AsyncWait(7.0)
  8. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  9. RumbleLoop { unk1: 0, unk2: 20 }
  10. loop 7 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(1.0)
  11. loop 1 times:
    1. Subroutine(0x2430)
    2. SyncWait(3.0)
    3. Subroutine(0x24c8)
    4. SyncWait(3.0)
  12. Subroutine(0x2430)
  13. SyncWait(3.0)
  14. Subroutine(0x24c8)
  15. AsyncWait(30.0)
  16. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  17. SlopeContourStand { leg_bone_parent: 6 }
  18. AsyncWait(31.0)
  19. ItemVisibility(true)
  20. AsyncWait(40.0)
  21. NormalizePhysics