Brawl - Falco - Subaction - AttackS4S_1

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Stats

IASA: None
Hitboxes active: 4-9
Hitbox set 0 hits: 4
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.

Frames:4-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 15 40 88 361 Slash Slash false 0.5 8 4
0 1 15 40 88 361 Slash Slash false 0.5 8 4
0 2 15 40 88 361 Slash Slash false 0.5 8 4

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 10 10 90 361 Slash Slash 0.3 0.3 6 2

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 40, size: 2.2, x_offset: 0.0, y_offset: 1.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 3.2, y_offset: 1.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 6.5, y_offset: 1.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  5. AsyncWait(8.0)
  6. DeleteHitBox(1)
  7. DeleteHitBox(2)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 9.0, x_offset: 0.0, y_offset: 5.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.3, 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: false, direct: true, unk6: 0 })
  9. AsyncWait(9.0)
  10. DeleteAllHitBoxes

GFX

  1. AsyncWait(6.0)
  2. 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: 0.75, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 13, bone: 0, x_offset: 12.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1816)
  4. SoundEffect1(166)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(6.0)
  7. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  8. AsyncWait(20.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }