Brawl - Zelda - Subaction - AttackLw4

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Stats

IASA: 39
Partially Intangible: 3-13
Hitboxes active: 3-5, 11-13
Hitbox set 0 hits: 3, 11
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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 12 20 95 20 Normal Kick 0.3 7 7
0 1 12 20 95 20 Normal Kick 0.3 7 7
0 2 12 20 95 20 Normal Kick 0.3 7 7

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 10 20 85 20 Normal Kick 0.3 6 6
0 1 10 20 85 20 Normal Kick 0.3 6 6
0 2 10 20 85 20 Normal Kick 0.3 6 6

Scripts

Main

  1. AsyncWait(2.0)
  2. ChangeHurtBoxStateSpecific { bone: 18, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 17, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 20, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 20, size: 5.0, x_offset: -2.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 20, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 20, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(10.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 20, size: 5.0, x_offset: -2.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. SyncWait(3.0)
  14. DeleteAllHitBoxes
  15. UnchangeHurtBoxStateSpecific
  16. AsyncWait(38.0)
  17. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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(2.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1540)
  4. SoundEffect1(4062)
  5. SoundEffect1(112)
  6. SyncWait(8.0)
  7. SoundEffect1(4062)
  8. SoundEffect1(112)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 13, unk2: 0 }