Brawl - Marth - Subaction - AttackLw3

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Stats

IASA: 22
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x55

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 Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 0 9 40 40 30 Slash Slash 0.7 0.35 6 4
0 1 8 25 40 30 Slash Slash 0.7 0.35 5 4
0 2 8 20 40 30 Slash Slash 0.7 0.35 5 4
0 3 10 50 40 30 Slash Slash 1.25 0.35 6 8

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 30, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 40, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.4, tripping_rate: 0.35, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 30, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 3.36, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.35, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, 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: 34, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 30, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 20, size: 3.74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.35, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, 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: 65, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 30, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 50, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 4.8, tripping_rate: 0.35, hitlag_mult: 1.25, 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 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(21.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  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: 10, 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. SoundVoiceLow
  3. SoundEffect1(4443)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }