Brawl - Toon Link - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 9-11
Hitbox set 0 hits: 9
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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Trip Rate Shieldstun Hitlag Targets
0 0 10 35 32 0 Slash Punch true 0.3 6 6
0 1 10 35 32 0 Slash Punch false 0.3 6 6
0 2 10 35 32 0 Slash Punch false 0.3 6 6
0 3 8 35 32 0 Slash Punch true 0.3 5 6

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 0, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 35, size: 3.6, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, 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: 25, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 0, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 35, size: 4.4, x_offset: 3.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, 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: 18, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 0, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 35, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 0, wdsk: 0, kbg: 32, shield_damage: 0, bkb: 35, size: 2.2, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, 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. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(39.0)
  9. 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: 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: true })
  3. AsyncWait(5.0)
  4. 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 })
  5. AsyncWait(14.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundVoiceLow
  3. SoundEffect1(6252)
  4. SyncWait(1.0)
  5. SoundEffect1(6249)
  6. SyncWait(14.0)
  7. SoundEffect1(6247)
  8. SyncWait(13.0)
  9. SoundEffect1(6249)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. SlopeContourStand { leg_bone_parent: 2 }
  7. AsyncWait(15.0)
  8. SlopeContourStand { leg_bone_parent: 0 }
  9. AsyncWait(22.0)
  10. SlopeContourStand { leg_bone_parent: 4 }
  11. AsyncWait(32.0)
  12. SlopeContourStand { leg_bone_parent: 6 }