Brawl - Sonic - Subaction - AttackDash

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Stats

IASA: 44
Partially Intangible: 4-67
Hitboxes active: 4-24
Hitbox set 0 hits: 4
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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 6 70 50 80 Normal Kick 0.2 4 5

Frames:8-24

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 4 55 40 70 Normal Kick 0.2 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.2, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 55, size: 2.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.2, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(17.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(43.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(3.0)
  5. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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, randomize: None, terminate_with_animation: true })
    2. SyncWait(3.0)
    3. 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: 0.9, 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: false })
    4. SyncWait(2.0)
    5. 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: 0.75, 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: false })
    6. SyncWait(3.0)
    7. 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: 1.2, 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: false })
    8. SyncWait(2.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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, randomize: None, terminate_with_animation: true })
  7. SyncWait(3.0)
  8. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.9, 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: false })
  9. SyncWait(2.0)
  10. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.75, 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: false })
  11. SyncWait(3.0)
  12. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.2, 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: false })

SFX

  1. AsyncWait(3.0)
  2. SoundVoiceLow
  3. SoundEffect1(6478)
  4. SyncWait(32.0)
  5. SoundEffect1(6560)
  6. SyncWait(5.0)
  7. SoundEffect1(6558)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(2), Bool(true)] }
  2. AsyncWait(2.0)
  3. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  4. AsyncWait(3.0)
  5. Subroutine(0x2430)
  6. ItemVisibility(false)
  7. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  8. AsyncWait(5.0)
  9. RumbleLoop { unk1: 0, unk2: 25 }
  10. AsyncWait(7.0)
  11. loop 3 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(1.0)
  12. loop 2 times:
    1. Subroutine(0x2430)
    2. SyncWait(2.0)
    3. Subroutine(0x24c8)
    4. SyncWait(2.0)
  13. loop 2 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(3.0)
  14. AsyncWait(33.0)
  15. NormalizePhysics
  16. ItemVisibility(true)
  17. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  18. AsyncWait(52.0)
  19. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }