P+ - Toon Link - Subaction - AttackHi4

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Stats

IASA: 39
Hitboxes active: 6-11
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.

Frames:6-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 40 90 100 Slash Slash 8 7
0 1 15 40 90 100 Slash Slash 8 7
0 2 15 40 90 100 Slash Slash 8 7
0 3 15 40 90 100 Slash Slash 8 7

Scripts

Main

  1. AsyncWait(5.0)
  2. Subroutine(0x2a794)
  3. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.28, x_offset: 5.17, y_offset: 0.0, z_offset: -0.94, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, 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: 1, set_id: 0, damage: Constant(15.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.28, x_offset: 1.88, y_offset: 0.0, z_offset: -0.94, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, 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: 2, set_id: 0, damage: Constant(15.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 2.46, x_offset: 1.13, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 2.05, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(38.0)
  10. 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. Subroutine(0xa090)
  4. AsyncWait(12.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(5.0)
  3. SoundEffect1(6251)

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 }