Brawl - Zelda - Subaction - AttackDash

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Stats

IASA: 38
Hitboxes active: 6-13
Hitbox set 0 hits: 6
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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 12 70 70 90 Electric MagicZap false 7 7
0 1 9 50 70 361 Electric MagicZap false 6 6

Frames:9-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 20 70 90 Electric MagicZap false 5 6
0 1 7 20 70 361 Electric MagicZap false 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 4.8, x_offset: 0.0, y_offset: 0.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 10.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(3.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 3.4, x_offset: 0.0, y_offset: 0.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 4.8, x_offset: 0.0, y_offset: 10.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(37.0)
  10. AllowInterrupts

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 })
  3. AsyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 0, x_offset: 15.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(3967)
  4. SoundEffect1(4062)
  5. SoundEffect1(3963)
  6. SoundEffect1(112)
  7. SoundEffect1(113)

Other

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