Brawl - Lucas - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 11-25
Hitboxes active: 24, 26-48
Hitbox set 0 hits: 24, 26
Subaction Index: 0x5d

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 2 110 0 90 110 Slash MagicZap false false 2 3
0 1 2 110 0 90 110 Slash MagicZap false false 2 3

Frames:26-28

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 19 50 85 95 Electric MagicZap false 10 10

Frames:29-33

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 1 18 45 85 95 Electric MagicZap false 10 9

Frames:34-38

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 2 16 40 85 95 Electric MagicZap false 9 9

Frames:39-43

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 3 14 35 85 95 Electric MagicZap false 8 8

Frames:44-48

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 12 30 90 95 Electric MagicZap false 7 7

Scripts

Main

  1. AsyncWait(10.0)
  2. ChangeHurtBoxStateSpecific { bone: 39, state: IntangibleFlashing }
  3. AsyncWait(23.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 110, kbg: 90, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 5.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: false, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 110, kbg: 90, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 5.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: false, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(25.0)
  9. UnchangeHurtBoxStateSpecific
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 95, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 50, size: 14.0, 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: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: false, unk6: 0 })
  11. AsyncWait(28.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 95, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 45, size: 13.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: false, unk6: 0 })
  13. DeleteHitBox(0)
  14. AsyncWait(33.0)
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 95, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 40, size: 12.0, x_offset: 0.0, y_offset: 23.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: false, unk6: 0 })
  16. DeleteHitBox(1)
  17. AsyncWait(38.0)
  18. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 95, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 35, size: 10.0, x_offset: 0.0, y_offset: 30.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: false, unk6: 0 })
  19. DeleteHitBox(2)
  20. AsyncWait(43.0)
  21. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 10.0, x_offset: 0.0, y_offset: 38.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: false, unk6: 0 })
  22. DeleteHitBox(3)
  23. AsyncWait(48.0)
  24. DeleteAllHitBoxes

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x14, unk1: 0x0, arguments: [Value(1), Bool(false)] }
  2. AsyncWait(16.0)
  3. 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: 0.8, 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. AsyncWait(24.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 20.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, 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(25.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(2089)
  4. SoundEffect1(5133)
  5. SyncWait(49.0)
  6. SoundEffect1(5178)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(1.0)
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(18.0)
  6. ItemVisibility(true)
  7. SlopeContourStand { leg_bone_parent: 0 }
  8. AsyncWait(17.0)
  9. Rumble { unk1: 17, unk2: 0 }
  10. AsyncWait(72.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }