Brawl - Zelda - Subaction - AttackHi4

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Stats

IASA: 54
Hitboxes active: 3, 5, 7, 9, 11, 13, 20, 22, 24, 26, 28
Hitbox set 0 hits: 3, 5, 7, 9, 11, 13, 20, 22, 24, 26, 28
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:3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 100 90 Electric MagicZap false 0.5 0.1 2 1
0 1 1 50 0 100 270 Electric MagicZap false 0.5 0.1 2 1
0 2 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1
0 3 1 60 0 100 200 Electric MagicZap false 0.5 0.1 2 1

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 210 90 Electric MagicZap 4 4
0 1 5 20 210 90 Electric MagicZap 4 4
0 2 5 20 210 90 Electric MagicZap 4 4
0 3 5 20 210 90 Electric MagicZap 4 4

Scripts

Main

  1. SyncWait(2.0)
  2. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 21.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  3. AsyncWait(19.0)
  4. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 21.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 18.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 210, shield_damage: 0, bkb: 20, size: 7.0, x_offset: 0.0, y_offset: 21.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 210, shield_damage: 0, bkb: 20, size: 7.5, x_offset: 0.0, y_offset: 18.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 210, shield_damage: 0, bkb: 20, size: 7.5, x_offset: 0.0, y_offset: 18.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 210, shield_damage: 0, bkb: 20, size: 8.0, x_offset: 0.0, y_offset: 15.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(53.0)
  12. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 3, 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(3.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, 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: 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 })
  5. AsyncWait(12.0)
  6. GraphicEffect(GraphicEffect { graphic: 15, 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 })

SFX

  1. AsyncWait(0.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1539)
  4. SyncWait(2.0)
  5. SoundEffect1(4064)
  6. SoundEffect1(3964)
  7. SoundEffect1(3980)
  8. SyncWait(17.0)
  9. SoundEffect1(3965)
  10. SoundEffect1(3983)
  11. SoundEffect1(4064)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 12, unk2: 0 }
  4. AsyncWait(24.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(45.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }