Brawl - Ike - Subaction - Attack13

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Stats

IASA: 38
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x4a

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 60 100 45 Slash Slam 5 5
0 1 7 60 100 45 Slash Slam 5 5
0 2 7 60 100 45 Slash Slam 5 5
0 3 7 60 100 45 Slash Slam 5 5

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 13.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 2.5, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(5.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(37.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. SwordGlow(SwordGlow { color: 4, blur_length: 4, point1_bone: 70, point1_x_offset: 0.0, point1_y_offset: 2.8, point1_z_offset: 0.0, point2_bone: 70, point2_x_offset: 0.0, point2_y_offset: 14.3, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 2293761, bone_id: 70, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(15.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 18.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  5. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.6, 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: false })
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceLow
  3. SoundEffect1(5924)
  4. SyncWait(6.0)
  5. SoundEffect1(5841)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(9.0)
  3. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  4. AsyncWait(13.0)
  5. ScreenShake { magnitude: 0 }
  6. Rumble { unk1: 18, unk2: 0 }