Brawl - R.O.B - Subaction - AttackDash

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Stats

IASA: 31
Hitboxes active: 7-8
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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 70 50 60 Normal Kick 4 4
0 1 6 65 50 60 Normal Kick 4 5
0 2 6 60 50 60 Normal Kick 4 5
0 3 6 60 50 60 Normal Kick 4 5

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 5.0, x_offset: -2.0, y_offset: 0.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 65, size: 4.0, x_offset: -2.0, y_offset: 0.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 3.0, x_offset: -2.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 3.0, x_offset: -2.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(8.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(30.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  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 })

SFX

  1. AsyncWait(6.0)
  2. SoundVoiceLow
  3. SoundEffect1(6029)
  4. SoundEffect1(5957)
  5. SyncWait(16.0)
  6. SoundEffect1(5987)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }