Brawl - Pit - Subaction - AttackLw3

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Stats

IASA: None
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x55

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 11 80 50 80 Slash Slash 0.3 6 7
0 1 11 80 50 80 Slash Slash 0.3 6 7
0 2 11 80 50 280 Slash Slash 0.3 6 7
0 3 11 80 50 280 Slash Slash 0.3 6 7

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 4.32, x_offset: 0.0, y_offset: 3.2, z_offset: 20.0, tripping_rate: 0.3, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 3.84, x_offset: 0.0, y_offset: 3.2, z_offset: 13.6, tripping_rate: 0.3, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 2.88, x_offset: 0.0, y_offset: 3.2, z_offset: 8.0, tripping_rate: 0.3, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 2.88, x_offset: 0.0, y_offset: 3.2, z_offset: 3.2, tripping_rate: 0.3, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes

GFX

  1. AsyncWait(4.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(7.0)
  4. GraphicEffect(GraphicEffect { graphic: 28, 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(10.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(652)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(6.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }