Brawl - Lucas - Subaction - AttackHi3

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Stats

IASA: 40
Hitboxes active: 4-17
Hitbox set 0 hits: 4, 7
Subaction Index: 0x54

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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 3 60 0 100 120 Normal MagicZap false 0.5 3 2
0 1 3 60 0 100 120 Normal MagicZap false 0.5 3 2

Frames:7-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 8 40 105 95 Electric MagicZap false 0.5 5 3
0 1 8 40 105 95 Normal MagicZap false 1 5 6
0 2 8 40 105 95 Normal MagicZap false 1 5 6

Frames:10-17

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 4 10 100 90 Electric MagicZap 0.5 3 2
0 1 4 10 100 90 Normal MagicZap 1 3 4
0 2 4 10 100 93 Normal MagicZap 1 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 120, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 6.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 120, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 6.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  4. AsyncWait(6.0)
  5. DeleteAllHitBoxes
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 95, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 4.5, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  9. AsyncWait(9.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.2, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 93, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.5, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(17.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(39.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 16, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -100.0, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(5132)
  4. SyncWait(23.0)
  5. SoundEffect1(5178)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(25.0)
  4. SlopeContourStand { leg_bone_parent: 6 }