Brawl - Lucario - Subaction - Attack13

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Stats

IASA: 41
Hitboxes active: 9-14
Hitbox set 0 hits: 9
Subaction Index: 0x4a

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:9-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 5 50 110 60 Aura Aura false false 4 4
0 1 5 50 110 60 Aura Aura true true 4 4
0 2 5 50 110 60 Aura Aura true true 4 4

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 4.5, x_offset: 0.0, y_offset: 10.0, z_offset: 4.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 4.5, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(14.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(40.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 13.0, z_offset: 9.0, 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. SoundVoiceLow
  3. SoundEffect1(5830)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(8.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(25.0)
  7. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }
  8. AsyncWait(28.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }