Brawl - Link - Subaction - AttackHi4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 |

Stats

IASA: 65
Hitboxes active: 5-10, 21-24, 36-40
Hitbox set 0 hits: 5, 21, 36
Subaction Index: 0x5d

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:5-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 40 0 100 95 Slash Slash true 3 4
0 1 4 48 0 100 98 Slash Slash true 3 4
0 2 4 40 0 100 98 Slash Slash false 3 4
0 3 4 40 0 100 98 Slash Slash false 3 4

Frames:21-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 30 0 100 93 Slash Slash true 3 4
0 1 3 33 0 100 90 Slash Slash true 3 4
0 2 3 37 0 100 90 Slash Slash false 3 4
0 3 3 40 0 100 90 Slash Slash false 3 4

Frames:36-40

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 70 80 80 Slash Slash true 6 6
0 1 10 70 80 90 Slash Slash true 6 6
0 2 9 70 80 90 Slash Slash false 6 6
0 3 8 70 80 90 Slash Slash false 5 6

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 95, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 5.5, y_offset: 0.0, z_offset: -1.0, 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: Sword, 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: 98, wdsk: 48, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 98, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.2, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 98, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 2.2, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(20.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 93, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 5.5, y_offset: 0.0, z_offset: -1.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 33, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 37, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.2, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 2.2, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  13. SyncWait(4.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(35.0)
  16. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 5.5, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  18. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 3.0, x_offset: 1.2, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  19. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 2.2, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  20. SyncWait(5.0)
  21. DeleteAllHitBoxes
  22. AsyncWait(64.0)
  23. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 1.0, 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 })
  2. AsyncWait(4.0)
  3. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  4. AsyncWait(10.0)
  5. DeleteSwordGlow { fade_time: 1 }
  6. AsyncWait(18.0)
  7. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  8. AsyncWait(24.0)
  9. DeleteSwordGlow { fade_time: 1 }
  10. AsyncWait(33.0)
  11. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  12. AsyncWait(44.0)
  13. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(4.0)
  3. SoundEffect1(562)
  4. SoundEffect1(168)
  5. SoundEffect1(496)
  6. SyncWait(16.0)
  7. SoundEffect1(168)
  8. SoundEffect1(494)
  9. SyncWait(15.0)
  10. SoundEffect1(168)
  11. SoundEffect1(495)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(20.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(34.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  8. AsyncWait(36.0)
  9. Rumble { unk1: 18, unk2: 0 }
  10. AsyncWait(49.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }