Brawl - Pit - Subaction - AttackS3S_1

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Stats

IASA: 40
Hitboxes active: 14-16
Hitbox set 0 hits: 14
Subaction Index: 0x50

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:14-16

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 12 95 361 Slash Slash 1 7 7
0 1 12 12 95 361 Slash Slash 1 7 7
0 2 12 12 95 361 Slash Slash 1 7 7
0 3 12 12 95 361 Slash Slash 1 7 7

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(13.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 1, bkb: 12, size: 4.8, x_offset: 0.0, y_offset: 7.2, z_offset: 21.0, tripping_rate: 0.0, 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: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 1, bkb: 12, size: 5.2, x_offset: 0.0, y_offset: 7.2, z_offset: 14.0, tripping_rate: 0.0, 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: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 1, bkb: 12, size: 4.8, x_offset: 0.0, y_offset: 7.2, z_offset: 8.199984, tripping_rate: 0.0, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 1, bkb: 12, size: 3.84, x_offset: 0.0, y_offset: 7.2, z_offset: 3.2, tripping_rate: 0.0, 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 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(39.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(13.0)
  2. 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 })
  3. 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 })
  4. 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 })
  5. AsyncWait(25.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(13.0)
  2. SoundEffect1(652)
  3. SoundVoiceLow

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(12.0)
  3. Rumble { unk1: 17, unk2: 0 }