Brawl - Lucario - Subaction - FinalAttack

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Stats

IASA: None
Hitboxes active: 4-189, 191
Hitbox set 1 hits: 4, 191
Subaction Index: 0x1e9

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: 4-189

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 7 0 100 90 Aura Unknown(64) false false 0.2 0.2 6 false 2 0
1 1 1 4 0 100 90 Aura Unknown(64) false false 0.2 0.2 6 false 2 0

Frame: 191

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Shieldable Shieldstun Hitlag Targets
1 0 10 85 130 60 Aura MagicZap false false 2 0 false 6 13

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 1, damage: Constant(1.0), trajectory: 90, wdsk: 7, kbg: 100, shield_damage: 0, bkb: 0, size: 11.0, x_offset: 0.0, y_offset: -1500.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 0.2, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 6, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 1, damage: Constant(1.0), trajectory: 90, wdsk: 4, kbg: 100, shield_damage: 0, bkb: 0, size: 11.0, x_offset: 0.0, y_offset: -1500.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 0.2, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 6, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. AsyncWait(189.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(190.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 1, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 85, size: 17.0, x_offset: 0.0, y_offset: -1500.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(1.0)
  9. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 252, graphic: 1, bone: 8, 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: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(2320)
  3. SoundEffect1(5783)

Other

  1. AsyncWait(1.0)
  2. RumbleLoop { unk1: 8, unk2: 189 }
  3. AsyncWait(3.0)
  4. ScreenShake { magnitude: 2 }