Brawl - Lucario - Subaction - AttackS4S_1

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Stats

IASA: 43
Hitboxes active: 21-28
Hitbox set 0 hits: 21
Subaction Index: 0x58

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:21-28

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 14 25 93 361 Aura Aura true true 8 8
0 1 14 25 93 361 Aura Aura true true 8 8
0 2 16 25 93 361 Aura Aura false false 9 9

Scripts

Main

  1. AsyncWait(20.0)
  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: 8.0, z_offset: 9.5, 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 })
  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: 8.0, z_offset: 5.0, 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(16.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 25, size: 6.5, x_offset: 0.0, y_offset: 8.0, z_offset: 19.0, 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 })
  5. SyncWait(8.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(42.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(20.0)
  2. GraphicEffect(GraphicEffect { graphic: 40, 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: 0.9, 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: 5, bone: 0, x_offset: 0.0, y_offset: 10.0, z_offset: 13.0, 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: 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 })
  5. 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(16.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2368)
  4. SoundEffect1(168)
  5. SyncWait(4.0)
  6. SoundEffect1(115)
  7. SoundEffect1(5831)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(19.0)
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(20.0)
  5. Rumble { unk1: 17, unk2: 0 }