Brawl - Diddy Kong - Subaction - AttackDash

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Stats

IASA: 24
Hitboxes active: 9-18, 20-23
Hitbox set 0 hits: 9, 14, 20
Subaction Index: 0x4e

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:9-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 70 50 270 Normal Punch false 3 4
0 1 3 70 50 58 Normal Punch false 3 4

Frames:14-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 15 0 50 285 Normal Punch false 2 3

Frames:20-23

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 70 50 68 Normal Punch false 3 4

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 5.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 58, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 5.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  4. AsyncWait(13.0)
  5. DeleteAllHitBoxes
  6. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 285, wdsk: 15, kbg: 50, shield_damage: 0, bkb: 0, size: 4.5, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(18.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(19.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 68, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 5.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  11. AsyncWait(23.0)
  12. DeleteAllHitBoxes
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SoundEffect1(113)
  4. SyncWait(3.0)
  5. SoundEffect1(113)
  6. SyncWait(2.0)
  7. SoundEffect1(5313)
  8. SyncWait(10.0)
  9. SoundEffect1(5311)
  10. SyncWait(2.0)
  11. SoundEffect1(5309)
  12. SyncWait(10.0)
  13. SoundEffect1(5311)
  14. SyncWait(2.0)
  15. SoundEffect1(5309)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(37.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }