Brawl - Marth - Subaction - AttackS4S_1

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Stats

IASA: 48
Hitboxes active: 8-11
Hitbox set 0 hits: 8
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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 14 60 70 361 Slash Slash 0.7 1 8 5
0 1 14 60 70 361 Slash Slash 0.7 1 8 5
0 2 14 60 70 361 Slash Slash 0.7 1 8 5
0 3 14 60 70 361 Slash Slash 0.7 1 8 5
0 4 19 80 70 361 Slash Burn 1.5 0 10 15

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.0, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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: 61, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, 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: 25, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(19.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 80, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.0, 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 })
  7. AsyncWait(11.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(47.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  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 })
  3. AsyncWait(6.0)
  4. 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 })
  5. AsyncWait(10.0)
  6. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 2.5, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.5, 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 })
  7. AsyncWait(11.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1703)
  4. SoundEffect1(169)
  5. SyncWait(6.0)
  6. SoundEffect1(4442)
  7. SyncWait(4.0)
  8. SoundEffect1(4364)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 18, unk2: 0 }