Brawl - Squirtle - Subaction - SpecialNLight

| 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 |

Stats

IASA: None
Hitboxes active: 7, 10, 13, 16, 19, 22, 25
Hitbox set 0 hits: 7, 10, 13, 16, 19, 22, 25
Subaction Index: 0x1d1

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:7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:19

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Frame:25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 65 Normal Splash 2 3
0 1 1 20 0 100 125 Normal Splash 2 3

Scripts

Main

  1. AsyncWait(6.0)
  2. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 65, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 6.0, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 125, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: 6.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
    5. SyncWait(2.0)

GFX

  1. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.9, 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 })
  2. AsyncWait(6.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 6, bone: 8, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 7, bone: 8, 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 })

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(5574)

Other

  1. AsyncWait(4.0)
  2. ItemVisibility(false)
  3. AsyncWait(6.0)
  4. RumbleLoop { unk1: 5, unk2: 0 }
  5. AsyncWait(46.0)
  6. ItemVisibility(true)