Brawl - Charizard - Subaction - Attack12

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Stats

IASA: 26
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x49

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 40 50 30 Slash Slash 3 4
0 1 4 40 50 30 Slash Slash 3 4
0 2 4 25 50 55 Slash Slash 3 4
0 3 4 25 50 80 Slash Slash 3 4

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 30, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 3.0, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 30, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 55, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 7.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(9.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. AsyncWait(18.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(25.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 7.5, y_offset: 8.5, z_offset: 0.0, x_rotation: -160.0, y_rotation: -60.0, z_rotation: 15.0, scale: 1.2, 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 })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(5493)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }