Brawl - Toon Link - Subaction - AttackLw4

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Stats

IASA: 46
Hitboxes active: 5-6, 13-15
Hitbox set 0 hits: 5, 13
Subaction Index: 0x60

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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Trip Rate Shieldstun Hitlag Targets
0 0 7 0 40 100 70 Slash Punch 0 0.3 5 5
0 1 7 0 40 100 70 Slash Punch 0 0.3 5 5
0 2 6 150 0 100 170 Slash Punch 0 0.3 4 5
0 3 6 120 0 100 170 Slash Punch 0 0.3 4 5
0 4 6 80 0 100 180 Slash Punch 0 0.3 4 5

Frames:13-15

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 11 30 107 72 Slash Punch 0.3 6 7
0 1 11 30 107 72 Slash Punch 0.3 6 7
0 2 11 30 107 72 Slash Punch 0.3 6 7
0 3 11 30 107 72 Slash Punch 0.3 6 7

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 17.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 11.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 170, wdsk: 150, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 17.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 170, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 11.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(6.0), trajectory: 180, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 2.9, x_offset: 0.0, y_offset: 3.0, z_offset: 5.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, 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 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(12.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 72, wdsk: 0, kbg: 107, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: -18.0, tripping_rate: 0.3, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 72, wdsk: 0, kbg: 107, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: -13.0, tripping_rate: 0.3, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 72, wdsk: 0, kbg: 107, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 5.5, z_offset: -8.5, tripping_rate: 0.3, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 72, wdsk: 0, kbg: 107, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: -4.2, tripping_rate: 0.3, 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 })
  14. SyncWait(3.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(45.0)
  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(2.0)
  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(7.0)
  5. DeleteSwordGlow { fade_time: 1 }
  6. AsyncWait(14.0)
  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(16.0)
  9. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.7, 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 })
  10. AsyncWait(20.0)
  11. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(4.0)
  3. SoundEffect1(2546)
  4. SoundEffect1(168)
  5. SoundEffect1(6251)
  6. SyncWait(8.0)
  7. SoundEffect1(168)
  8. SoundEffect1(6252)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(5.0)
  7. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  8. AsyncWait(16.0)
  9. Rumble { unk1: 17, unk2: 0 }
  10. AsyncWait(36.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }