Brawl - Lucas - Subaction - AttackS3Hi

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Stats

IASA: 23
Hitboxes active: 6-9
Hitbox set 0 hits: 6
Subaction Index: 0x4f

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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 11 12 100 361 Electric MagicZap false 0.5 6 3
0 1 11 16 100 361 Electric MagicZap true 0.5 6 3
0 2 9 20 100 361 Normal Punch true 1 6 6
0 3 9 20 100 361 Normal Punch true 1 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 12, size: 4.0, x_offset: -8.0, y_offset: -2.0, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 4.0, x_offset: -4.5, y_offset: -1.0, 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: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 3.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(9.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(22.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 20, x_offset: 12.0, y_offset: 6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -60.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(5132)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 17, unk2: 0 }