Brawl - Snake - Subaction - AttackS3S_1
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Stats
IASA: |
None |
Hitboxes active: |
4-5 |
Hitbox set 0 hits: |
4 |
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:4-5
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
8 |
20 |
50 |
75 |
275 |
Normal |
Thud |
3 |
5 |
6 |
|
0 |
1 |
8 |
0 |
50 |
100 |
361 |
Normal |
Thud |
3 |
5 |
6 |
|
0 |
3 |
8 |
0 |
30 |
75 |
361 |
Normal |
Thud |
3 |
5 |
6 |
|
Scripts
Main
- AsyncWait(3.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 275, wdsk: 20, kbg: 75, shield_damage: 3, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 10.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 3, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 10.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thud, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 3, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 10.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
- AsyncWait(5.0)
- DeleteAllHitBoxes
- AsyncWait(10.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
GFX
- AsyncWait(3.0)
- GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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: false })
SFX
- AsyncWait(3.0)
- SoundVoiceLow
- SoundEffect1(6468)
Other
- SlopeContourStand { leg_bone_parent: 2 }
- AsyncWait(2.0)
- Rumble { unk1: 17, unk2: 0 }
- AsyncWait(24.0)
- SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }