P+ - Toon Link - Subaction - ItemScrew

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Stats

IASA: None
Hitboxes active: 1-20
Hitbox set 0 hits: 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
Subaction Index: 0x148

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:1-20

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 80 100 100 Normal Kick 1.2 3 2 3
0 1 1 80 100 100 Normal Kick 1.2 3 2 3
0 2 1 40 100 130 Normal Kick 1.2 3 2 3
0 3 1 40 100 130 Normal Kick 1.2 3 2 3

Scripts

Main

  1. loop 10 times:
    1. Subroutine(External: gameAnimCmd_ScrewCommon)
    2. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 0, new_x_offset: 0.0, new_y_offset: -1.0, new_z_offset: 5.2 })
    3. MoveHitBox(MoveHitBox { hitbox_id: 1, new_bone: 0, new_x_offset: 0.0, new_y_offset: -1.0, new_z_offset: -5.2 })
    4. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 0, new_x_offset: 0.0, new_y_offset: 9.0, new_z_offset: 5.2 })
    5. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 0, new_x_offset: 0.0, new_y_offset: 9.0, new_z_offset: -5.2 })
    6. SyncWait(2.0)
    7. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 95, bone: 3, 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: 1.1, randomize: None, terminate_with_animation: true })

SFX

    Other

    1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
    2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }