Brawl - Pit - Subaction - AttackDash

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Stats

IASA: 42
Hitboxes active: 7-9
Hitbox set 0 hits: 7
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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 80 Slash Slash 7 7
0 1 11 20 100 70 Slash Slash 6 7
0 2 11 20 100 60 Slash Slash 6 7
0 3 9 20 100 80 Slash Slash 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.8, x_offset: 0.0, y_offset: 2.8, z_offset: 16.8, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.32, x_offset: 0.0, y_offset: 4.4, z_offset: 10.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.36, x_offset: 0.0, y_offset: 7.2, z_offset: 4.8, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.4, x_offset: 0.0, y_offset: 4.8, z_offset: 2.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(41.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, 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: 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 })
  5. AsyncWait(10.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SyncWait(3.0)
  3. SoundVoiceLow
  4. SoundEffect1(652)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(23.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }