Brawl - Falco - Subaction - AttackHi3

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Stats

IASA: 37
Hitboxes active: 4-9, 12-16
Hitbox set 0 hits: 4, 12
Subaction Index: 0x54

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 60 0 100 100 Slash Slash 3 4
0 1 4 60 0 100 100 Slash Slash 3 4
0 2 4 60 0 100 100 Slash Slash 3 4
0 3 3 60 0 100 100 Slash Slash 3 4

Frames:6-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 25 0 100 100 Slash Slash 3 4
0 1 4 25 0 100 100 Slash Slash 3 4
0 2 4 20 0 100 100 Slash Slash 3 4
0 3 3 15 0 100 270 Slash Slash 3 4

Frames:12-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 30 150 90 Slash Slash 4 4
0 1 5 30 150 90 Slash Slash 4 4
0 2 5 30 150 90 Slash Slash 4 4
0 3 5 30 150 97 Slash Slash 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, 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: 1.0, 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: 52, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 1.0, 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: 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: 53, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: -1.0, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 100, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: -4.0, 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: 0, 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(5.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 25, 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: 1.0, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 25, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 1.0, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: -1.0, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 15, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: -4.0, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(9.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(11.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 30, 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 })
  15. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 30, size: 5.0, x_offset: -1.0, 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 })
  16. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 1.0, 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 })
  17. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 97, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 5.0, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  18. AsyncWait(16.0)
  19. DeleteAllHitBoxes
  20. AsyncWait(36.0)
  21. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundVoiceLow
    3. SoundEffect1(4685)
    4. SyncWait(7.0)
    5. SoundEffect1(4685)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(4.0)
    3. SlopeContourStand { leg_bone_parent: 2 }
    4. AsyncWait(6.0)
    5. Rumble { unk1: 17, unk2: 0 }
    6. AsyncWait(33.0)
    7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }