Brawl - Marth - Subaction - AttackHi4

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Stats

IASA: 46
Hitboxes active: 8-13
Hitbox set 0 hits: 8
Hitbox set 1 hits: 8
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.

Frames:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shieldstun Hitlag Targets
1 0 17 0 40 70 90 Slash Burn true true 1.5 9 14
1 1 14 0 45 80 90 Slash Slash true true 0.7 8 5
1 2 14 0 45 80 90 Slash Slash true true 0.7 8 5
0 3 4 155 0 100 125 Normal Punch false false 0 3 0
0 4 4 155 0 100 125 Normal Punch false false 0 3 0

Frames:10-13

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
1 0 17 40 70 90 Slash Burn 1.5 9 14
1 1 14 45 80 90 Slash Slash 0.7 8 5
1 2 14 45 80 90 Slash Slash 0.7 8 5

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 1, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 40, size: 4.9, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 1, damage: Constant(14.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 4.9, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 1, damage: Constant(14.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 4.9, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 125, wdsk: 155, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 0.0, 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: Sword, clang: false, unk5: true, direct: false, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(4.0), trajectory: 125, wdsk: 155, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: -9.0, tripping_rate: 0.0, hitlag_mult: 0.0, 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: Sword, clang: false, unk5: true, direct: false, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteHitBox(3)
  9. DeleteHitBox(4)
  10. SyncWait(4.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(45.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. SwordGlow(SwordGlow { color: 9, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 1.6, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 10.75, delete_after_subaction: true, graphic_id: 1179649, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. GraphicEffect(GraphicEffect { graphic: 41, 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 })
  4. AsyncWait(11.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1704)
  4. SoundEffect1(169)
  5. SyncWait(1.0)
  6. SoundEffect1(4442)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 80.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 80 })
  5. AsyncWait(18.0)
  6. EndAestheticWindEffect { unk: 0 }