Brawl - Link - Subaction - Attack12

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Stats

IASA: 21
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x49

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 40 20 100 Slash Slash true 3 4
0 1 3 40 20 78 Slash Slash true 3 4
0 2 3 40 20 60 Slash Slash false 3 4
0 3 3 40 20 50 Slash Slash false 3 4

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 100, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 5.5, y_offset: 0.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 4.5, x_offset: 1.0, y_offset: 0.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(9.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. AsyncWait(18.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(20.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. SwordGlow(SwordGlow { color: 1, blur_length: 3, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(12.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(496)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 16, unk2: 0 }