Brawl - Ike - Subaction - AttackHi3

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Stats

IASA: None
Hitboxes active: 13-28
Hitbox set 0 hits: 13
Subaction Index: 0x54

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:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 70 90 85 Slash Slam 6 6
0 1 12 70 90 88 Slash Slam 7 7
0 2 12 70 90 92 Slash Slam 7 7
0 3 12 70 90 95 Slash Slam 7 7

Frames:16-28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 70 90 85 Slash Slam 6 6
0 1 10 70 90 88 Slash Slam 6 6
0 2 10 70 90 92 Slash Slam 6 6
0 3 10 70 90 95 Slash Slam 6 6

Scripts

Main

  1. AsyncWait(12.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: -2.0, 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(12.0), trajectory: 88, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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(12.0), trajectory: 92, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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(12.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 6.0, 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: 2, 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(3.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: -2.0, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 88, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 3.0, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 92, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 8.0, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 95, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.0, 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 })
  11. AsyncWait(28.0)
  12. DeleteAllHitBoxes

GFX

  1. AsyncWait(11.0)
  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(25.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(12.0)
  2. SoundVoiceLow
  3. SoundEffect1(5921)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(14.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  4. AsyncWait(20.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(33.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }