Brawl - Squirtle - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32, 34-35, 44-45
Hitbox set 0 hits: 10, 13, 16, 19, 22, 25, 28, 31, 34, 44
Subaction Index: 0x1e0

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:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 2 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 2 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 2 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:19-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:22-23

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:25-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:28-29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:31-32

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:34-35

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 60 Water Unknown(72) AD 1 2 2 3
0 1 1 30 0 100 70 Water Unknown(72) AD 0 2 2 0

Frames:44-45

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 3 50 130 55 Water Unknown(72) AD 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  3. SyncWait(1.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  5. SyncWait(3.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. AsyncWait(9.0)
  8. loop 3 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: -2.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 12.0, x_offset: 0.0, y_offset: -2.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 2.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  9. LedgeGrabEnable(EnableInFront)
  10. loop 6 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 60, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: -2.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 70, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 12.0, x_offset: 0.0, y_offset: -2.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 2.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  11. AsyncWait(43.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 13.0, x_offset: 0.0, y_offset: 3.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 4, 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: None, terminate_with_animation: true })
  2. AsyncWait(43.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 5, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(5563)
  3. SyncWait(40.0)
  4. SoundEffectStop(5563)
  5. SyncWait(1.0)
  6. SoundEffectVictory(5564)

Other

  1. AsyncWait(8.0)
  2. RumbleLoop { unk1: 2, unk2: 0 }