Brawl - Yoshi - Subaction - AttackLw4

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Stats

IASA: 47
Hitboxes active: 3-4, 19-20
Hitbox set 0 hits: 3, 19
Subaction Index: 0x60

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 30 63 30 Normal Punch 8 8
0 1 14 30 63 30 Normal Punch 8 8
0 2 14 30 53 30 Normal Punch 8 8

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 30 63 30 Normal Punch 7 8
0 1 13 30 63 30 Normal Punch 7 8
0 2 13 30 53 30 Normal Punch 7 8

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 63, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 63, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 3.5, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 53, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 0.0, y_offset: 3.0, z_offset: 17.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(18.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 63, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 63, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 3.5, z_offset: -11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 53, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 0.0, y_offset: 3.0, z_offset: -17.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(46.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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. AsyncWait(20.0)
  4. GraphicEffect(GraphicEffect { graphic: 39, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.85, 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. SoundEffectStop(191)
  3. SoundEffect1(1158)
  4. SoundEffect1(2934)
  5. SoundEffect1(112)
  6. SyncWait(15.0)
  7. SoundEffect1(2934)
  8. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(19.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(22.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 20 }