Brawl - Snake - Subaction - AttackDash

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Stats

IASA: None
Partially Intangible: 5-12
Hitboxes active: 5-12
Hitbox set 0 hits: 5
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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 11 50 85 65 Normal Thud 1 6 7
0 1 9 50 85 65 Normal Thud 1 6 6

Frames:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 40 85 110 Normal Thud 1 5 6
0 1 6 40 85 110 Normal Thud 1 4 5

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 17, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 45, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 18, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 46, state: IntangibleFlashing }
  6. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 50, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 65, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 50, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 110, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 40, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(12.0)
  12. DeleteAllHitBoxes
  13. UnchangeHurtBoxStateSpecific

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 })

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(6360)
  4. SyncWait(18.0)
  5. SoundEffect1(6462)

Other

  1. AsyncWait(12.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }