Brawl - Toon Link - Subaction - AttackAirB

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Stats

IASA: 31
Auto Cancel Window: 23-40
Auto Cancel Lag: 2
Landing Lag: 10
Landing Lag (L-Cancel): 5
Hitboxes active: 6-10
Hitbox set 0 hits: 6
Subaction Index: 0x64

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:6-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 18 117 60 Slash Punch true 6 6
0 1 10 18 117 60 Slash Punch true 6 6
0 2 10 18 117 60 Slash Punch false 6 6
0 3 10 18 117 60 Slash Punch false 6 6

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(5.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 117, shield_damage: 0, bkb: 18, size: 3.5, x_offset: 8.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 117, shield_damage: 0, bkb: 18, size: 6.0, x_offset: 3.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 117, shield_damage: 0, bkb: 18, size: 6.0, x_offset: 1.2, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 117, shield_damage: 0, bkb: 18, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(10.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(22.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(30.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. SwordGlow(SwordGlow { color: 124, blur_length: 4, 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(12.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(6251)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }