Brawl - Ganondorf - Subaction - CatchDash

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Stats

IASA: None
Hitboxes active: 11-12
Subaction Index: 0x6d

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:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.8, x_offset: 0.0, y_offset: 10.4, z_offset: 9.0, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 4.8, x_offset: 0.0, y_offset: 10.4, z_offset: 4.0, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 10.4, z_offset: -2.0, set_action: 61, target: AerialAndGrounded, unk: None })
  5. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, kbg: 100, wdsk: 0, bkb: 60, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  6. SyncWait(2.0)
  7. DeleteAllGrabBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundEffect1(4748)
    3. SyncWait(4.0)
    4. SoundEffectStop(4748)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }