Brawl - Peach - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 4-5, 9-10, 14-15, 19-20
Hitbox set 0 hits: 4, 9, 14, 19
Subaction Index: 0x60

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 5 38 80 145 Slash Slash 0.2 4 4
0 1 5 38 80 145 Slash Slash 0.2 4 4
0 2 5 38 80 145 Slash Slash 0.2 4 4
0 3 5 38 80 145 Slash Slash 0.2 4 4

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 5 38 80 145 Slash Slash 0.2 4 4
0 1 5 38 80 145 Slash Slash 0.2 4 4
0 2 5 38 80 145 Slash Slash 0.2 4 4
0 3 5 38 80 145 Slash Slash 0.2 4 4

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 5 38 80 145 Slash Slash 0.2 4 4
0 1 5 38 80 145 Slash Slash 0.2 4 4
0 2 5 38 80 145 Slash Slash 0.2 4 4
0 3 5 38 80 145 Slash Slash 0.2 4 4

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 5 38 80 145 Slash Slash 0.2 4 4
0 1 5 38 80 145 Slash Slash 0.2 4 4
0 2 5 38 80 145 Slash Slash 0.2 4 4
0 3 5 38 80 145 Slash Slash 0.2 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 145, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 4.3, x_offset: 0.0, y_offset: 1.6, z_offset: 9.0, tripping_rate: 0.2, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 145, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 4.3, x_offset: 0.0, y_offset: 1.6, z_offset: -9.0, tripping_rate: 0.2, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 145, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 3.2, tripping_rate: 0.2, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 145, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: -3.2, tripping_rate: 0.2, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(3.0)

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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: 0.9, 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1500)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(3866)
  7. SyncWait(2.0)
  8. SoundEffect1(112)
  9. SyncWait(4.0)
  10. SoundEffect1(3866)
  11. SyncWait(2.0)
  12. SoundEffect1(112)
  13. SyncWait(4.0)
  14. SoundEffect1(3866)
  15. SyncWait(2.0)
  16. SoundEffect1(112)
  17. SyncWait(4.0)
  18. SoundEffect1(3866)
  19. SyncWait(2.0)
  20. SoundEffect1(112)

Other

  1. UnknownEvent { namespace: 0x17, code: 0x7, unk1: 0x0, arguments: [] }
  2. AsyncWait(0.0)
  3. SlopeContourStand { leg_bone_parent: 1 }
  4. AsyncWait(1.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  6. AsyncWait(5.0)
  7. RumbleLoop { unk1: 2, unk2: 14 }
  8. AsyncWait(32.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }