Brawl - Pit - Subaction - SlipDash

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 |

Stats

IASA: None
Fully Intangible: 1-8
Subaction Index: 0xe4

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(8.0)
  4. ChangeHurtBoxStateAll { state: Normal }

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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(10.0)
  4. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, 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: true })
  5. AsyncWait(38.0)
  6. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.6, 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 })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(164)
  3. SyncWait(7.0)
  4. SoundEffect1(161)
  5. SyncWait(28.0)
  6. SoundEffect1(161)

Other

  1. AsyncWait(9.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 8 }
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 14, unk2: 0 }
  5. AsyncWait(32.0)
  6. Rumble { unk1: 13, unk2: 0 }