Brawl - Toon Link - Subaction - AttackHi4

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Stats

IASA: 33
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x5d

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 15 30 93 100 Slash Punch true 8 8
0 1 15 30 93 96 Slash Punch true 8 8
0 2 15 30 93 96 Slash Punch true 8 8
0 3 15 30 93 96 Slash Punch false 8 8
0 4 15 30 93 96 Slash Punch false 8 8

Frames:7-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 1 15 30 93 96 Slash Punch true 8 8
0 2 15 30 93 96 Slash Punch true 8 8
0 3 15 30 93 96 Slash Punch false 8 8
0 4 15 30 93 96 Slash Punch false 8 8

Frames:9-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 1 10 30 93 96 Slash Punch true 6 6
0 2 10 30 93 96 Slash Punch true 6 6
0 3 10 30 93 96 Slash Punch false 6 6
0 4 10 30 93 96 Slash Punch false 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 100, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 6.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 96, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 5.5, 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: 2, 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: 2, set_id: 0, damage: Constant(15.0), trajectory: 96, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 2.0, 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: 2, 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: 3, set_id: 0, damage: Constant(15.0), trajectory: 96, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 30, size: 3.0, 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: 2, 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: 56, hitbox_id: 4, set_id: 0, damage: Constant(15.0), trajectory: 96, wdsk: 0, kbg: 93, 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: 1.0, effect: Slash, unk1: false, sound_level: 2, 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(6.0)
  8. DeleteHitBox(0)
  9. AsyncWait(8.0)
  10. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 10 }
  11. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 10 }
  12. ChangeHitBoxDamage { hitbox_id: 3, new_damage: 10 }
  13. ChangeHitBoxDamage { hitbox_id: 4, new_damage: 10 }
  14. AsyncWait(12.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(32.0)
  17. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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 })
  2. AsyncWait(4.0)
  3. 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 })
  4. AsyncWait(10.0)
  5. DeleteSwordGlow { fade_time: 1 }
  6. AsyncWait(18.0)
  7. 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 })
  8. AsyncWait(24.0)
  9. DeleteSwordGlow { fade_time: 1 }
  10. AsyncWait(33.0)
  11. 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 })
  12. AsyncWait(44.0)
  13. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(5.0)
  3. SoundEffect1(2545)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(6253)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 2 }
  5. AsyncWait(6.0)
  6. SlopeContourStand { leg_bone_parent: 0 }
  7. AsyncWait(19.0)
  8. SlopeContourStand { leg_bone_parent: 2 }
  9. AsyncWait(21.0)
  10. SlopeContourStand { leg_bone_parent: 6 }