Brawl - Lucas - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 1-17
Hitboxes active: 1, 3-4, 6-7, 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 30-31, 33-34
Hitbox set 0 hits: 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33
Subaction Index: 0x1de

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:1

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 8 60 110 361 Electric Shock 0.3 5 6
0 1 8 60 110 361 Electric Shock 0.3 5 6

Frames:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 0 30 50 365 Electric Shock 0.3 0.2 3 1
0 1 3 20 0 100 361 Electric Shock 0.3 0.2 3 1

Frames:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 0 30 50 365 Electric Shock 0.3 0.2 3 1
0 1 3 20 0 100 361 Electric Shock 0.3 0.2 3 1

Frames:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 0 30 50 365 Electric Shock 0.3 0.2 3 1
0 1 3 20 0 100 361 Electric Shock 0.3 0.2 3 1

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 0 30 50 365 Electric Shock 0.3 0.2 3 1
0 1 3 20 0 100 361 Electric Shock 0.3 0.2 3 1

Frames:15-16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 0 30 50 365 Electric Shock 0.3 0.2 3 1
0 1 3 20 0 100 361 Electric Shock 0.3 0.2 3 1

Frames:18-19

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 0 30 50 365 Electric Shock 0.3 0.1 2 1
0 1 2 20 0 100 361 Electric Shock 0.3 0.1 2 1

Frames:21-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 0 30 50 365 Electric Shock 0.3 0.1 2 1
0 1 2 20 0 100 361 Electric Shock 0.3 0.1 2 1

Frames:24-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 0 30 50 365 Electric Shock 0.3 0.1 2 1
0 1 2 20 0 100 361 Electric Shock 0.3 0.1 2 1

Frames:27-28

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 0 30 50 365 Electric Shock 0.3 0.1 2 1
0 1 2 20 0 100 361 Electric Shock 0.3 0.1 2 1

Frames:30-31

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 0 30 50 365 Electric Shock 0.3 0.1 2 1
0 1 2 20 0 100 361 Electric Shock 0.3 0.1 2 1

Frames:33-34

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 10 90 70 361 Electric Kick 1.3 0.5 6 8

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 10.0, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.3, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 10.0, x_offset: 0.0, y_offset: 3.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.3, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
  4. SyncWait(1.0)
  5. DeleteAllHitBoxes
  6. SyncWait(1.0)
  7. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 365, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 30, size: 7.2, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.2, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 7.2, x_offset: 0.0, y_offset: 3.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.2, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  10. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 30, size: 7.2, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 7.2, x_offset: 0.0, y_offset: 3.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: false, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 90, size: 12.0, x_offset: 0.0, y_offset: 1.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(2.0)
  13. DeleteAllHitBoxes
  14. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 20, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, 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: true })
  2. UnknownEvent { namespace: 0x11, code: 0x19, unk1: 0x0, arguments: [Value(1769481), Value(20), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Bool(true)] }
  3. loop Infinite times:
    1. FlashEffectOverlay { red: 128, green: 128, blue: 128, alpha: 80 }
    2. SyncWait(2.0)
    3. FlashEffectOverlay { red: 0, green: 255, blue: 0, alpha: 80 }
    4. SyncWait(2.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffectStop(5195)
  3. SoundEffect1(80)
  4. SyncWait(1.0)
  5. SoundEffect1(2071)

Other

  1. ScreenShake { magnitude: 1 }
  2. Rumble { unk1: 15, unk2: 0 }