Brawl - Lucario - Subaction - Attack11

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Stats

IASA: 21
Hitboxes active: 6-8
Hitbox set 0 hits: 6
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:6-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 3 22 0 100 70 Aura Aura false false 3 4
0 1 3 35 0 100 45 Aura Aura true true 3 4
0 2 3 50 0 100 30 Aura Aura true true 3 4

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 22, kbg: 100, shield_damage: 0, bkb: 0, size: 4.2, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 45, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, 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: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 30, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, 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: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(8.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(10.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  9. AsyncWait(20.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 8.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(5833)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 16, unk2: 0 }