Brawl - Squirtle - Subaction - AttackHi4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 |

Stats

IASA: None
Hitboxes active: 14, 16-20
Hitbox set 0 hits: 14, 16
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:14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 3 110 0 90 110 Water Splash false false 3 4
0 1 3 110 0 90 110 Water Splash false false 3 4

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 13 70 87 95 Water Splash false 7 8
0 1 13 70 87 95 Water Splash false 7 8

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 2 11 60 90 95 Water Splash false 6 7
0 3 11 60 90 95 Water Splash false 6 7

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 9 64 90 95 Water Splash false 6 6
0 1 9 64 90 95 Water Splash false 6 6

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 2 7 60 90 95 Water Splash false 5 5
0 3 7 60 90 95 Water Splash false 5 5

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 5 58 90 95 Water Splash false 4 4
0 1 5 58 90 95 Water Splash false 4 4

Scripts

Main

  1. AsyncWait(13.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 110, wdsk: 110, kbg: 90, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Water, clang: false, unk5: false, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 110, wdsk: 110, kbg: 90, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Water, clang: false, unk5: false, direct: false, unk6: 0 })
  4. SyncWait(1.0)
  5. DeleteAllHitBoxes
  6. SyncWait(1.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 95, wdsk: 0, kbg: 87, shield_damage: 0, bkb: 70, size: 5.5, x_offset: 0.0, y_offset: 10.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 95, wdsk: 0, kbg: 87, shield_damage: 0, bkb: 70, size: 5.5, x_offset: 0.0, y_offset: 10.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  9. SyncWait(1.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  12. DeleteHitBox(0)
  13. DeleteHitBox(1)
  14. SyncWait(1.0)
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 64, size: 5.0, x_offset: 0.0, y_offset: 24.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 64, size: 5.0, x_offset: 0.0, y_offset: 24.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  17. DeleteHitBox(2)
  18. DeleteHitBox(3)
  19. SyncWait(1.0)
  20. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 29.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  21. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 29.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  22. DeleteHitBox(0)
  23. DeleteHitBox(1)
  24. SyncWait(1.0)
  25. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 58, size: 3.0, x_offset: 0.0, y_offset: 32.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  26. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 58, size: 3.0, x_offset: 0.0, y_offset: 32.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: false, direct: false, unk6: 0 })
  27. DeleteHitBox(2)
  28. DeleteHitBox(3)
  29. SyncWait(1.0)
  30. DeleteAllHitBoxes

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, 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: true })
  3. AsyncWait(13.0)
  4. 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: 0.8, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 0, x_offset: 8.0, 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: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 0, x_offset: -8.0, 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: true })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(2240)
  4. SoundEffect1(5544)
  5. SyncWait(3.0)
  6. SoundEffect1(5588)
  7. SyncWait(7.0)
  8. SoundEffect1(5519)
  9. SyncWait(2.0)
  10. SoundEffect1(5546)
  11. SyncWait(32.0)
  12. SoundEffect1(5547)

Other

  1. AsyncWait(14.0)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 14, unk2: 0 }