Brawl - Toon Link - Subaction - AttackS3S_1

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Stats

IASA: 32
Hitboxes active: 10-13
Hitbox set 0 hits: 10
Subaction Index: 0x50

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 9 20 96 361 Slash Punch true 6 6
0 1 9 20 96 20 Slash Punch true 6 6
0 2 9 20 90 20 Slash Punch false 6 6
0 3 9 20 90 20 Slash Punch false 6 6

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 20, size: 5.2, x_offset: 6.5, 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: 1, 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: 1, set_id: 0, damage: Constant(9.0), trajectory: 20, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 20, size: 4.5, x_offset: 0.0, 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: 18, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 20, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 20, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, 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: 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. AsyncWait(13.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(31.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  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(15.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceLow
  3. SoundEffect1(6251)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  4. AsyncWait(3.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  6. AsyncWait(14.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(30.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }