Brawl - Ike - Action - 0x54 DownBound
            Entry Script (Common)
            - if (not(BoolIsTrue RandomAccessBool (0x1c))) 
- CreateInterrupt { interrupt_id: Some(10005), action: DamageFall, requirement: (InAir) }
 
 - CreateInterrupt { interrupt_id: Some(10002), action: DamageFall, requirement: (AnimationEnd) }
 - PreviousInterruptAddRequirement(InAir)
 - CreateInterrupt { interrupt_id: Some(10014), action: DownStand, requirement: (OnGround) }
 - PreviousInterruptAddRequirement(AnimationEnd)
 - PreviousInterruptAddRequirement(not(BoolIsTrue LongtermAccessBool(StaminaDead)))
 - PreviousInterruptAddRequirement((RandomAccessFloat (0x9) LessThanOrEqual scalar(0)))
 - CreateInterrupt { interrupt_id: Some(10013), action: 0x4e, requirement: (OnGround) }
 - PreviousInterruptAddRequirement(AnimationEnd)
 - Subroutine(0x147ac)
 - CallEveryFrame { thread_id: 9, script: 0x150fc }
 - if (BoolIsTrue RandomAccessBool (0x1b)) 
- if (BoolIsTrue RandomAccessBool(EnableJabEnd)) 
- ChangeSubactionRestartFrame(DownDamageU3)
 
 - else
- ChangeSubactionRestartFrame(DownDamageD3)
 
 
 - else
- if (BoolIsTrue RandomAccessBool(EnableJabEnd)) 
- ChangeSubactionRestartFrame(DownDamageU)
 
 - else
- ChangeSubactionRestartFrame(DownDamageD)
 
 
 - loop Infinite times: 
- if (OnGround) 
- SetEdgeSlide(StayOn)
 - if (BoolIsTrue RandomAccessBool (0x1d)) 
- SetAirGround(6)
 
 - UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: InAir }] }
 
 - else
- SetEdgeSlide(Airbourne)
 - if (BoolIsTrue RandomAccessBool (0x1d)) 
- SetAirGround(10)
 
 - UnknownEvent { namespace: 0x4, code: 0x2, unk1: 0x0, arguments: [Requirement { flip: false, ty: OnGround }] }
 
 - LoopRest
 - BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
 
 
            Exit Script (Common)