Brawl - Ike - Subaction - SpecialSAttack

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Stats

IASA: None
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d9

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 50 88 60 Slash Slam 6 6
0 1 9 50 88 65 Slash Slam 6 6
0 2 9 50 88 70 Slash Slam 6 6
0 3 9 50 88 75 Slash Slam 6 6

Scripts

Main

  1. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(1.0), Scalar(0.0), Scalar(0.0), Value(1)] }
  2. AsyncWait(0.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 50, 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: 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: 1, set_id: 0, damage: Constant(9.0), trajectory: 65, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 50, size: 5.0, 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: 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: 2, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 50, size: 5.0, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 50, size: 5.0, 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: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(6.0)
  10. LedgeGrabEnable(EnableInFrontAndBehind)
  11. AsyncWait(36.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }

GFX

  1. SwordGlow(SwordGlow { color: 4, blur_length: 5, 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 })
  2. AsyncWait(3.0)
  3. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 180.0, 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: false })
  4. AsyncWait(8.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(5912)
  2. SoundEffect1(5913)

Other

  1. UnknownEvent { namespace: 0x14, code: 0x7, unk1: 0x0, arguments: [Value(0), Scalar(3.0), Scalar(130.0), Scalar(300.0), Scalar(1.0), Scalar(0.0), Scalar(12.0), Scalar(24.0), Scalar(24.0)] }
  2. Rumble { unk1: 19, unk2: 0 }
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(20.0)
  5. EndAestheticWindEffect { unk: 0 }