Brawl - Luigi - Subaction - AttackDash

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Stats

IASA: None
Hitboxes active: 4, 10, 16, 22, 29, 37, 48-50
Hitbox set 0 hits: 4, 10, 16, 22, 29, 37, 48
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.

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frame:29

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frame:37

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 1 80 361 Normal Shell 0.3 1.6 2 1
0 1 1 1 80 361 Normal Shell 0.3 1.6 2 1

Frames:48-50

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 2 50 100 361 Normal Shell 0.3 2 3
0 1 2 50 100 361 Normal Shell 0.3 2 3
0 2 2 50 100 361 Normal Shell 0.3 2 3

Scripts

Main

  1. AsyncWait(3.0)
  2. Subroutine(0x10e98)
  3. AsyncWait(9.0)
  4. Subroutine(0x10e98)
  5. AsyncWait(15.0)
  6. Subroutine(0x10e98)
  7. AsyncWait(21.0)
  8. Subroutine(0x10e98)
  9. AsyncWait(28.0)
  10. Subroutine(0x10e98)
  11. AsyncWait(36.0)
  12. Subroutine(0x10e98)
  13. AsyncWait(47.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 8.0, z_offset: 12.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.0, x_offset: 0.0, y_offset: 8.0, z_offset: 6.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  17. SyncWait(3.0)
  18. DeleteAllHitBoxes

GFX

  1. loop 9 times:
    1. SyncWait(5.0)
    2. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(1273)
  3. SoundEffect1(3400)
  4. SyncWait(6.0)
  5. SoundEffect1(3400)
  6. SyncWait(6.0)
  7. SoundEffect1(3400)
  8. SyncWait(6.0)
  9. SoundEffect1(3400)
  10. SyncWait(7.0)
  11. SoundEffect1(3400)
  12. SyncWait(8.0)
  13. SoundEffect1(3400)
  14. SyncWait(11.0)
  15. SoundEffect1(3400)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  4. AsyncWait(2.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  6. AsyncWait(4.0)
  7. Rumble { unk1: 0, unk2: 0 }
  8. AsyncWait(10.0)
  9. Rumble { unk1: 0, unk2: 0 }
  10. AsyncWait(16.0)
  11. Rumble { unk1: 0, unk2: 0 }
  12. AsyncWait(22.0)
  13. Rumble { unk1: 0, unk2: 0 }
  14. AsyncWait(29.0)
  15. Rumble { unk1: 0, unk2: 0 }
  16. AsyncWait(37.0)
  17. Rumble { unk1: 0, unk2: 0 }
  18. AsyncWait(47.0)
  19. Rumble { unk1: 16, unk2: 0 }
  20. AsyncWait(55.0)
  21. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  22. UnknownEvent { namespace: 0xb, code: 0x3, unk1: 0x0, arguments: [Value(0)] }
  23. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }