Brawl - Ike - Subaction - Swing4_1

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Stats

IASA: 33
Hitboxes active: 5-9, 29-30
Hitbox set 0 hits: 5, 29
Subaction Index: 0x12f

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:5-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 2 10 90 0 100 120 Normal Paper 100 0.3 6 6
0 3 10 90 0 100 120 Normal Paper 100 0.3 6 6

Frames:29-30

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 8 40 115 45 Slash Slash false 1 5 6
0 1 8 40 115 45 Slash Slash false 1 5 6
0 2 8 40 115 45 Slash Slash false 1 5 6
0 3 8 40 115 45 Slash Slash false 1 5 6

Scripts

Main

  1. AsyncWait(4.0)
  2. Subroutine(External: gameAnimCmd_HarisenSwing4Common)
  3. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 38, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  4. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 65, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  5. AsyncWait(9.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(28.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 115, shield_damage: 1, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 9.0, z_offset: 20.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 115, shield_damage: 1, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 115, shield_damage: 1, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 115, shield_damage: 1, bkb: 40, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  12. AsyncWait(30.0)
  13. DeleteAllHitBoxes
  14. BeamSwordTrail { unk: 3 }
  15. SyncWait(2.0)
  16. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundEffect1(2419)
    3. SoundEffect1(167)
    4. SoundEffect1(5922)
    5. SyncWait(24.0)
    6. SoundEffect1(5922)
    7. SoundEffect1(5880)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(4.0)
    3. Rumble { unk1: 13, unk2: 0 }
    4. AsyncWait(8.0)
    5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
    6. AsyncWait(26.0)
    7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
    8. AsyncWait(28.0)
    9. Rumble { unk1: 12, unk2: 0 }