Brawl - Falco - Subaction - Attack11

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |

Stats

IASA: 17
Hitboxes active: 2-5
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 5 0 100 80 Slash Slash 0.5 3 4
0 1 4 5 0 100 80 Slash Slash 0.5 3 4
0 2 4 5 0 100 80 Slash Slash 0.5 3 4

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, 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: 29, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, 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: 28, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 0, 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: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(6.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  9. AsyncWait(16.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(4686)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(2.0)
    3. Rumble { unk1: 16, unk2: 0 }