Brawl - Lucario - Subaction - AttackLw4

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Stats

IASA: 49
Hitboxes active: 18-21
Hitbox set 0 hits: 18
Subaction Index: 0x60

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:18-21

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 14 25 93 361 Aura Aura false false 8 8
0 1 14 25 93 361 Aura Aura true true 8 8
0 2 14 25 93 361 Aura Aura true true 8 8
0 3 14 25 93 361 Aura Aura true true 8 8

Scripts

Main

  1. AsyncWait(17.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 25, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 25, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 25, size: 5.2, x_offset: 0.0, y_offset: 6.0, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 25, size: 5.2, x_offset: 0.0, y_offset: 6.0, z_offset: -13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(48.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(16.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, 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: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 7.5, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, 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: false })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 7.5, z_offset: -10.0, 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: false })
  5. 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 })
  6. 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(17.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2370)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(5831)
  7. SoundEffect1(5726)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 2 }
  4. AsyncWait(10.0)
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  6. AsyncWait(14.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(36.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }