Brawl - Ike - Subaction - AttackLw4

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Stats

IASA: 65
Hitboxes active: 8-11, 27-39
Hitbox set 0 hits: 8, 27
Subaction Index: 0x60

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Trip Rate Shieldstun Hitlag Targets
0 0 13 30 100 65 Slash Slam false 0.3 7 8
0 1 13 30 100 70 Slash Slam false 0.3 7 8
0 2 13 30 100 75 Slash Slam false 0.3 7 8
0 3 13 30 100 82 Slash Slam false 0.3 7 8

Frames:27-30

Set ID Dmg BKB KBG Angle Effect Sound Clang Trip Rate Shieldstun Hitlag Targets
0 0 16 30 100 65 Slash Slam false 0.3 9 9
0 1 16 30 100 70 Slash Slam false 0.3 9 9
0 2 16 30 100 75 Slash Slam false 0.3 9 9
0 3 16 30 100 82 Slash Slam false 0.3 9 9

Frames:31-39

Set ID Dmg BKB KBG Angle Effect Sound Clang Trip Rate Shieldstun Hitlag Targets
0 0 8 30 100 65 Slash Slam false 0.4 5 6
0 1 8 30 100 70 Slash Slam false 0.4 5 6
0 2 8 30 100 75 Slash Slam false 0.4 5 6
0 3 8 30 100 82 Slash Slam false 0.4 5 6

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(26.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, 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: false, unk5: true, direct: true, unk6: 0 })
  13. SyncWait(4.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.4, 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: false, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.4, 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: false, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.4, 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: false, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.4, 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: false, unk5: true, direct: true, unk6: 0 })
  18. AsyncWait(39.0)
  19. DeleteAllHitBoxes
  20. AsyncWait(64.0)
  21. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  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(7.0)
  4. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.8, 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(14.0)
  6. DeleteSwordGlow { fade_time: 1 }
  7. AsyncWait(20.0)
  8. 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 })
  9. AsyncWait(25.0)
  10. GraphicEffect(GraphicEffect { graphic: 33, 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: 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: true })
  11. AsyncWait(32.0)
  12. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2421)
  4. SyncWait(1.0)
  5. SoundEffect1(167)
  6. SoundEffect1(5922)
  7. SyncWait(19.0)
  8. SoundEffect1(167)
  9. SoundEffect1(5922)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 19, unk2: 0 }
  6. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 0.75, stength: 110.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 40 })
  7. AsyncWait(16.0)
  8. EndAestheticWindEffect { unk: 0 }
  9. AsyncWait(25.0)
  10. Rumble { unk1: 18, unk2: 0 }
  11. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 0.75, stength: 70.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 40 })
  12. AsyncWait(50.0)
  13. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }
  14. EndAestheticWindEffect { unk: 0 }