Brawl - Link - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 8-11
Hitbox set 0 hits: 8
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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 12 30 80 80 Slash Slash true 7 7
0 1 11 30 80 70 Slash Slash false 6 7
0 2 11 30 80 60 Slash Slash false 6 7
0 3 10 30 80 90 Slash Slash true 6 6

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.6, x_offset: 7.0, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.4, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 70, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.0, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 60, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.2, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(39.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. 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: 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 })
  3. AsyncWait(5.0)
  4. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, 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 })
  5. AsyncWait(14.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundVoiceLow
  3. SoundEffect1(495)
  4. SyncWait(1.0)
  5. SoundEffect1(492)
  6. SyncWait(14.0)
  7. SoundEffect1(490)
  8. SyncWait(13.0)
  9. SoundEffect1(492)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(23.0)
  4. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 3 }
  5. AsyncWait(30.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }