Brawl - Fox - Subaction - Attack12
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Stats
IASA: |
18 |
Hitboxes active: |
2-3 |
Hitbox set 0 hits: |
2 |
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:2-3
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
25 |
30 |
80 |
Normal |
Punch |
2 |
3 |
|
0 |
1 |
2 |
25 |
30 |
80 |
Normal |
Punch |
2 |
3 |
|
0 |
2 |
2 |
25 |
30 |
20 |
Normal |
Punch |
2 |
3 |
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Scripts
Main
- AsyncWait(1.0)
- CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 25, size: 2.8, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 25, size: 4.5, x_offset: -6.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 20, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 25, size: 5.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(5.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
- AsyncWait(7.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- AsyncWait(17.0)
- AllowInterrupts
GFX
SFX
- AsyncWait(1.0)
- SoundEffect1(3233)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(2.0)
- Rumble { unk1: 16, unk2: 0 }