Brawl - Zero Suit Samus - Subaction - AttackHi4

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Stats

IASA: 42
Hitboxes active: 4, 6, 9, 12, 15, 18, 24-25
Hitbox set 0 hits: 4, 6, 9, 12, 15, 18, 24
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:4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 4 120 0 100 110 Electric Shock false 3 4

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 20 30 110 Electric Shock 0.5 2 1
0 1 1 20 30 110 Electric Shock 0.5 2 1

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 20 30 110 Electric Shock 0.5 2 1
0 1 1 20 30 110 Electric Shock 0.5 2 1

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 20 30 110 Electric Shock 0.5 2 1
0 1 1 20 30 110 Electric Shock 0.5 2 1

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 20 30 110 Electric Shock 0.5 2 1
0 1 1 20 30 110 Electric Shock 0.5 2 1

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 20 30 110 Electric Shock 0.5 2 1
0 1 1 20 30 110 Electric Shock 0.5 2 1

Frames:24-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 3 70 133 80 Electric Shock 3 4
0 2 3 70 133 80 Electric Shock 3 4
0 3 3 70 133 80 Electric Shock 3 4

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(4)] }
  2. GenerateArticle { article_id: 2, subaction_only: true }
  3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(1)] }
  4. AsyncWait(3.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 110, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 10.0, 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: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: false, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. SyncWait(1.0)
  9. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 28.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 22.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
    5. SyncWait(2.0)
  10. AsyncWait(23.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 17.0, 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: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 70, size: 6.5, x_offset: 0.0, y_offset: 25.5, 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: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 34.0, 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: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  14. SyncWait(2.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(37.0)
  17. ArticleRemove(2)
  18. AsyncWait(41.0)
  19. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { 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, 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(3.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(4919)
  4. SyncWait(1.0)
  5. SoundEffect1(4998)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(15.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(26.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(27.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }