Brawl - Ness - Subaction - Swing4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 |

Stats

IASA: None
Hitboxes active: 15-17
Hitbox set 0 hits: 15
Subaction Index: 0x124

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:15-17

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 12 50 80 361 Slash Slash 6 7 7

Scripts

Main

  1. ItemSetProperty { unk1: 5, unk2: 3.0 }
  2. AsyncWait(14.0)
  3. Subroutine(External: gameAnimCmd_SwordSwing4Common)
  4. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 25, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  5. AsyncWait(17.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(20.0)
  8. ItemSetProperty { unk1: 4, unk2: 0.4 }
  9. AsyncWait(25.0)
  10. ItemSetProperty { unk1: 5, unk2: 1.0 }

GFX

    SFX

    1. SoundEffect1(3628)

    Other

    1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
    2. AsyncWait(14.0)
    3. Rumble { unk1: 13, unk2: 0 }
    4. AsyncWait(39.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }