Brawl - Toon Link - Subaction - Attack11

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Stats

IASA: 20
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x48

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 WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 3 23 0 100 80 Slash Punch true 1.5 3 4
0 1 3 0 16 37 80 Slash Punch true 1.5 3 4
0 2 3 0 30 37 361 Slash Punch false 1.5 3 4
0 3 3 0 30 37 361 Slash Punch false 1.5 3 4

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 37, shield_damage: 0, bkb: 16, size: 4.2, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 37, shield_damage: 0, bkb: 30, 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: 1.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 37, shield_damage: 0, bkb: 30, 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: 1.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 23, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 5.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(7.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. AsyncWait(18.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(19.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. SwordGlow(SwordGlow { color: 124, blur_length: 3, point1_bone: 22, point1_x_offset: 1.5, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 22, point2_x_offset: 9.2, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 2752513, bone_id: 22, 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(11.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(6254)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 16, unk2: 0 }