Brawl - Marth - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 1-5
Hitboxes active: 5-11
Hitbox set 0 hits: 5
Subaction Index: 0x1e8

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:5

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 3 13 70 68 361 Slash Slash false 0.5 7 4
0 4 13 70 68 74 Slash Slash false 0.5 7 4

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 7 20 90 361 Slash Slash false 1 5 5
0 1 7 20 90 74 Slash Slash false 1 5 5
0 2 6 20 90 74 Normal Punch false 1 4 5
0 3 13 70 68 361 Slash Slash false 0.5 7 4
0 4 13 70 68 74 Slash Slash false 0.5 7 4

Frames:7-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 7 20 90 361 Slash Slash false 5 5
0 1 7 20 90 74 Slash Slash false 5 5
0 2 6 20 90 74 Normal Punch false 4 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 68, shield_damage: 0, bkb: 70, size: 6.5, x_offset: 0.0, y_offset: 8.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(13.0), trajectory: 74, wdsk: 0, kbg: 68, shield_damage: 0, bkb: 70, size: 6.5, x_offset: 0.0, y_offset: 8.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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: false, unk5: true, direct: true, unk6: 0 })
  5. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. SyncWait(1.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.5, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 74, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 74, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: true, unk6: 0 })
  12. SyncWait(1.0)
  13. DeleteHitBox(3)
  14. DeleteHitBox(4)
  15. LedgeGrabEnable(EnableInFront)
  16. AsyncWait(11.0)
  17. DeleteAllHitBoxes

GFX

  1. AsyncWait(3.0)
  2. SwordGlow(SwordGlow { color: 9, blur_length: 5, 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. AsyncWait(4.0)
  4. 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 })
  5. AsyncWait(5.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 65, x_offset: 10.0, y_offset: 0.0, 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 })
  7. AsyncWait(13.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(4416)
  3. SyncWait(5.0)
  4. SoundEffect1(4417)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }