Brawl - Snake - Subaction - AttackS4S_1

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Stats

IASA: None
Hitboxes active: 2-4
Hitbox set 0 hits: 2
Subaction Index: 0x58

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:2-4

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 22 100 60 361 Flame Burn false false 11 11
0 1 22 100 60 361 Flame Burn false false 11 11

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(2)] }
  2. AsyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 100, size: 12.0, x_offset: 0.0, y_offset: 3.0, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Explosive, clang: false, unk5: false, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 100, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: false, direct: false, unk6: 0 })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(29.0)
  8. ArticleRemove(2)

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 1, 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, randomize: Some(ExternalGraphicEffectRandomize { 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. GraphicEffect(GraphicEffect { graphic: 10, 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 })
  4. FlashEffectLight { red: 255, green: 230, blue: 180, alpha: 160, light_source_x: 75.0, light_source_y: -10.0 }
  5. AsyncWait(10.0)
  6. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 128, blue: 64, alpha: 0 }
  7. AsyncWait(30.0)
  8. RemoveFlashEffect

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(1.0)
  3. SoundEffect1(6367)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 13, unk2: 0 }
  3. ScreenShake { magnitude: 1 }