Brawl - Wario - Subaction - AttackS3Hi

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Stats

IASA: 37
Hitboxes active: 14-17
Hitbox set 0 hits: 14
Subaction Index: 0x4f

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:14-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 22 98 361 Normal Punch 8 8
0 1 14 22 98 361 Normal Punch 8 8
0 2 14 22 98 361 Normal Punch 8 8
0 3 11 22 98 361 Normal Punch 6 7

Scripts

Main

  1. AsyncWait(13.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 458, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 22, size: 5.5, x_offset: -1.8, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 457, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 22, size: 3.5, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 457, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 22, size: 3.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 22, size: 3.0, x_offset: 0.0, y_offset: 8.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(36.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(14.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 400, 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(2.0)
  2. SoundEffect1(1919)
  3. SoundEffect1(111)
  4. SyncWait(11.0)
  5. SoundEffect1(4892)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(14.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(37.0)
  6. SlopeContourStand { leg_bone_parent: 6 }