Brawl - Marth - Subaction - SpecialS4Lw

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Stats

IASA: None
Hitboxes active: 13-14, 19-20, 25-26, 31-32, 37-38
Hitbox set 0 hits: 13, 19, 25, 31, 37
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.

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 1 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 2 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1
0 3 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 1 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 2 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1
0 3 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1

Frames:25-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 1 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 2 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1
0 3 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1

Frames:31-32

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 1 2 2 40 80 Slash Unknown(24) AD false 0.5 1 2 1
0 2 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1
0 3 2 2 40 80 Slash Unknown(24) AD false 0.5 0 2 1

Frames:37-38

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 3 60 120 361 Slash Unknown(64) AD false 1 3 4
0 1 5 60 120 361 Slash Unknown(64) AD false 1 4 4
0 2 3 60 120 361 Slash Unknown(64) AD false 0 3 4
0 3 3 60 120 361 Slash Unknown(64) AD false 0 3 4

Scripts

Main

  1. AsyncWait(12.0)
  2. loop 4 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 1, bkb: 2, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 1, bkb: 2, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 2, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 2, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(4.0)
  3. AsyncWait(36.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 1, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 120, 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: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 60, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. AsyncWait(38.0)
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(10.0)
  2. SwordGlow(SwordGlow { color: 27, 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: 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 })
  4. AsyncWait(18.0)
  5. loop 4 times:
    1. 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 })
    2. SyncWait(6.0)
  6. AsyncWait(48.0)
  7. DeleteSwordGlow { fade_time: 1 }
  8. UnknownEvent { namespace: 0x0, code: 0x4, unk1: 0x0, arguments: [Value(-1)] }

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(168)
  3. SoundEffect1(4444)
  4. SoundEffect1(1704)
  5. SyncWait(6.0)
  6. SoundEffect1(168)
  7. SoundEffect1(4444)
  8. SyncWait(6.0)
  9. SoundEffect1(168)
  10. SoundEffect1(4444)
  11. SyncWait(6.0)
  12. SoundEffect1(168)
  13. SoundEffect1(4444)
  14. SyncWait(6.0)
  15. SoundEffect1(168)
  16. SoundEffect1(4444)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(11.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(23.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(36.0)
  7. Rumble { unk1: 16, unk2: 0 }
  8. AsyncWait(23.0)
  9. Rumble { unk1: 12, unk2: 0 }