Brawl - Toon Link - Subaction - CatchTurn

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Stats

IASA: None
Hitboxes active: 15-21
Subaction Index: 0x6e

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:15-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(6.0)
  2. GenerateArticle { article_id: 4, subaction_only: true }
  3. GenerateArticle { article_id: 5, subaction_only: true }
  4. AsyncWait(14.0)
  5. UnknownEvent { namespace: 0x10, code: 0x7, unk1: 0x0, arguments: [Value(4), Value(1)] }
  6. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(0)] }
  7. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 82, size: 2.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, set_action: 61, target: GroundedOnly, unk: None })
  8. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 60, size: 1.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, set_action: 61, target: AerialAndGrounded, unk: None })
  9. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 60, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, set_action: 61, target: GroundedOnly, unk: None })
  10. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  11. AsyncWait(21.0)
  12. DeleteAllGrabBoxes
  13. AsyncWait(66.0)
  14. UnknownEvent { namespace: 0x10, code: 0x8, unk1: 0x0, arguments: [Value(4), Value(3)] }
  15. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(1)] }
  16. AsyncWait(88.0)
  17. ArticleRemove(4)
  18. ArticleRemove(5)

GFX

  1. Goto(Catch GFX 0xb6b0)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(6199)
  3. SyncWait(3.0)
  4. SoundEffect2(6249)
  5. SyncWait(4.0)
  6. SoundEffect1(6177)
  7. SyncWait(12.0)
  8. SoundEffect1(6178)
  9. SyncWait(44.0)
  10. SoundEffect1(6178)
  11. SyncWait(4.0)
  12. SoundEffect1(6178)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(4.0)
  5. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  6. AsyncWait(9.0)
  7. SlopeContourStand { leg_bone_parent: 6 }
  8. AsyncWait(10.0)
  9. Rumble { unk1: 16, unk2: 0 }
  10. AsyncWait(87.0)
  11. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }