Brawl - Ike - Action - 0x11e
            Entry Script
            - BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
 - CreateInterrupt { interrupt_id: None, action: 0x11f, requirement: (AnimationEnd) }
 - PreviousInterruptAddRequirement(InAir)
 - CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (AnimationEnd) }
 - PreviousInterruptAddRequirement(OnGround)
 - CreateInterrupt { interrupt_id: None, action: 0x120, requirement: (OnGround) }
 - PreviousInterruptAddRequirement(BoolIsTrue RandomAccessBool (0x11))
 - PreviousInterruptAddRequirement((InternalConstantInt (0x3ec) LessThan scalar(0)))
 - CallEveryFrame { thread_id: 9, script: 0x204b4 }
 - loop Infinite times: 
- if (OnGround) 
- if (not(BoolIsTrue RandomAccessBool (0x11))) 
- SetEdgeSlide(Unknown(2))
 - if (BoolIsTrue RandomAccessBool(EnableActionTransition)) 
- ChangeSubaction(SpecialHi2)
 
 - else
- ChangeSubactionRestartFrame(SpecialHi2)
 - BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
 
 - UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
 - else
- if (not(BoolIsTrue RandomAccessBool (0x11))) 
- SetEdgeSlide(Airbourne)
 - if (BoolIsTrue RandomAccessBool(EnableActionTransition)) 
- ChangeSubaction(SpecialAirHi2)
 
 - else
- ChangeSubactionRestartFrame(SpecialAirHi2)
 - BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 
 
 - UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
 - LoopRest
 
 
            Exit Script
            - Armor { armor_type: None, tolerance: 0.0 }