Brawl - Ike - Subaction - AttackDash

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Stats

IASA: 51
Hitboxes active: 18-19
Hitbox set 0 hits: 18
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:18-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 70 70 361 Slash Slam 5 6
0 1 7 70 70 361 Slash Slam 5 5
0 2 7 70 70 80 Slash Slam 5 5

Scripts

Main

  1. AsyncWait(17.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 7.0, x_offset: 0.0, y_offset: 7.0, z_offset: 17.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 80, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(50.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. SwordGlow(SwordGlow { color: 4, blur_length: 3, 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(16.0)
  4. GraphicEffect(GraphicEffect { graphic: 40, 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 })
  5. AsyncWait(24.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(17.0)
  2. SoundVoiceLow
  3. SoundEffect1(5922)
  4. SyncWait(6.0)
  5. SoundEffect1(5919)
  6. SyncWait(28.0)
  7. SoundEffect1(5917)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(12.0)
  5. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 80.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 50 })
  6. AsyncWait(28.0)
  7. EndAestheticWindEffect { unk: 0 }