Brawl - Zelda - Subaction - AttackS4S_1

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Stats

IASA: 30
Hitboxes active: 6, 8, 10, 12, 14
Hitbox set 0 hits: 6, 8, 10, 12, 14
Subaction Index: 0x58

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:6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 30 0 100 30 Normal Kick false 0.5 2 3
0 1 1 40 0 100 45 Normal Kick false 0.5 2 3
0 2 1 60 0 100 60 Normal Kick false 0.5 2 3
0 3 1 80 0 100 160 Normal Kick false 0.5 2 3

Frame:8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 30 0 100 30 Normal Kick false 0.5 2 3
0 1 1 40 0 100 45 Normal Kick false 0.5 2 3
0 2 1 60 0 100 60 Normal Kick false 0.5 2 3
0 3 1 80 0 100 160 Normal Kick false 0.5 2 3

Frame:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 30 0 100 30 Normal Kick false 0.5 2 3
0 1 1 40 0 100 45 Normal Kick false 0.5 2 3
0 2 1 60 0 100 60 Normal Kick false 0.5 2 3
0 3 1 80 0 100 160 Normal Kick false 0.5 2 3

Frame:12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 30 0 100 30 Normal Kick false 0.5 2 3
0 1 1 40 0 100 45 Normal Kick false 0.5 2 3
0 2 1 60 0 100 60 Normal Kick false 0.5 2 3
0 3 1 80 0 100 160 Normal Kick false 0.5 2 3

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 30 105 361 Electric MagicZap false 7 8
0 1 13 30 105 361 Electric MagicZap false 7 8
0 2 13 30 105 361 Electric MagicZap false 7 8
0 3 13 30 105 361 Electric MagicZap false 7 8

Scripts

Main

  1. AsyncWait(5.0)
  2. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 30, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 9.07, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 45, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 9.07, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 60, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.3, x_offset: 0.0, y_offset: 9.07, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 160, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.07, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 6.7, x_offset: 0.0, y_offset: 9.07, z_offset: 16.0, 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: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 5.7, x_offset: 0.0, y_offset: 9.07, z_offset: 11.0, 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: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: 9.07, z_offset: 7.0, 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: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: 9.07, z_offset: 3.0, 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: false, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(1.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(29.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 5, bone: 0, x_offset: 15.0, y_offset: 10.0, 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 })
  3. 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: 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(4.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1538)
  4. SoundEffect1(4062)
  5. SyncWait(1.0)
  6. SoundEffect1(3968)
  7. SoundEffect1(3972)
  8. SoundEffect1(112)
  9. SoundEffect1(113)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(35.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }