Brawl - Donkey Kong - Subaction - AttackDash

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Stats

IASA: 55
Hitboxes active: 9-20
Hitbox set 0 hits: 9
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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 11 100 20 50 Normal Kick 1 6 7
0 1 11 100 20 50 Normal Kick 1 6 7
0 2 11 100 20 50 Normal Kick 1 6 7

Frames:12-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 9 120 0 100 100 Normal Kick 1 6 6
0 1 9 120 0 100 100 Normal Kick 1 6 6
0 2 9 120 0 100 100 Normal Kick 1 6 6

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 20, shield_damage: 1, bkb: 100, size: 7.5, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 20, shield_damage: 1, bkb: 100, size: 6.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 20, shield_damage: 1, bkb: 100, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(11.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 100, wdsk: 120, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 100, wdsk: 120, kbg: 100, shield_damage: 1, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 100, wdsk: 120, kbg: 100, shield_damage: 1, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(20.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(54.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  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. SoundVoiceLow
  2. AsyncWait(8.0)
  3. SoundEffect1(2794)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 6 }
  4. AsyncWait(16.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(25.0)
  7. SlopeContourStand { leg_bone_parent: 6 }