Brawl - Lucas - Subaction - AttackS4S_1

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Stats

IASA: 40
Hitboxes active: 7-9
Hitbox set 0 hits: 7
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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 15 60 88 361 Normal Kick false 8 8
0 1 15 55 88 361 Normal Kick false 8 8
0 2 15 50 88 361 Normal Kick true 8 8
0 3 15 45 88 361 Normal Kick true 8 8

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(4.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 60, size: 4.5, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 55, size: 4.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 50, size: 4.5, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 4.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(9.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(11.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  13. AsyncWait(39.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 1.0, 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 })

SFX

  1. AsyncWait(6.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(5136)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  4. AsyncWait(5.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(6.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 20 }