Brawl - Pit - Subaction - Attack12

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Stats

IASA: 21
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x49

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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 70 0 40 90 Slash Slash 3 4
0 1 3 85 0 40 145 Slash Slash 3 4
0 2 3 70 0 40 60 Slash Slash 3 4
0 3 3 70 0 40 40 Slash Slash 3 4

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 70, kbg: 40, shield_damage: 0, bkb: 0, size: 3.2, x_offset: 0.0, y_offset: -1.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 145, wdsk: 85, kbg: 40, shield_damage: 0, bkb: 0, size: 4.32, x_offset: 0.0, y_offset: -6.1, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 70, kbg: 40, shield_damage: 0, bkb: 0, size: 2.88, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 58, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 40, wdsk: 70, kbg: 40, shield_damage: 0, bkb: 0, size: 2.88, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(7.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  10. AsyncWait(8.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  12. AsyncWait(14.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  14. AsyncWait(20.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 47, point1_x_offset: 0.8, point1_y_offset: 0.0, point1_z_offset: -0.75, point2_bone: 47, point2_x_offset: -1.85, point2_y_offset: 0.0, point2_z_offset: -8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  3. AsyncWait(6.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(654)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }