P+ - Toon Link - Subaction - SpecialAirHi

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Stats

IASA: None
Hitboxes active: 8-34
Hitbox set 0 hits: 8
Subaction Index: 0x1dd

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 17 20 100 361 Slash Slash false 9 8
0 1 17 20 100 361 Slash Slash false 9 8
0 2 17 20 100 361 Slash Slash false 9 8

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 17 20 100 361 Slash Slash false 9 8
0 1 17 20 100 361 Slash Slash false 9 8
0 2 17 20 100 361 Slash Slash false 9 8
0 3 17 20 100 361 Slash Slash false 9 8

Frames:11-15

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 14 20 100 361 Slash Slash false 8 7
0 1 14 20 100 361 Slash Slash false 8 7
0 2 14 20 100 361 Slash Slash false 8 7
0 3 14 20 100 361 Slash Slash false 8 7
0 4 14 20 100 361 Slash Slash false 8 7

Frames:16-30

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 20 100 361 Slash Slash false 3 4
0 1 4 20 100 361 Slash Slash false 3 4
0 2 4 20 100 361 Slash Slash false 3 4
0 3 4 20 100 361 Slash Slash false 3 4
0 4 4 20 100 361 Slash Slash false 3 4

Frames:31-34

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 20 100 361 Slash Slash false 3 4
0 1 4 20 100 361 Slash Slash false 3 4
0 2 4 20 100 361 Slash Slash false 3 4

Scripts

Main

  1. ResetVerticalVelocityAndAcceleration(true)
  2. ResetVerticalVelocityAndAcceleration(false)
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(3.2) }
  5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  6. AsyncWait(7.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  8. LedgeGrabEnable(EnableInFrontAndBehind)
  9. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: 1.0, 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: false, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 1.0, y_offset: 5.5, z_offset: 6.0, 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: false, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.75, x_offset: 2.0, y_offset: 6.0, z_offset: 12.0, 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: false, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(9.0)
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: -0.75, y_offset: 5.5, z_offset: -6.0, 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: false, unk5: true, direct: true, unk6: 0 })
  14. AsyncWait(10.0)
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.75, x_offset: -1.75, y_offset: 6.0, z_offset: -11.0, 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: false, unk5: true, direct: true, unk6: 0 })
  16. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 14 }
  17. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 14 }
  18. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 14 }
  19. ChangeHitBoxDamage { hitbox_id: 3, new_damage: 14 }
  20. ChangeHitBoxDamage { hitbox_id: 4, new_damage: 14 }
  21. AsyncWait(15.0)
  22. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 4 }
  23. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 4 }
  24. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 4 }
  25. ChangeHitBoxDamage { hitbox_id: 3, new_damage: 4 }
  26. ChangeHitBoxDamage { hitbox_id: 4, new_damage: 4 }
  27. AsyncWait(30.0)
  28. DeleteHitBox(3)
  29. DeleteHitBox(4)
  30. AsyncWait(34.0)
  31. DeleteAllHitBoxes
  32. AsyncWait(44.0)
  33. LedgeGrabEnable(EnableInFront)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 42, graphic: 6, bone: 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, scale: 1.1, randomize: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 42, graphic: 6, bone: 25, x_offset: -3.0, y_offset: 0.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: -30.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  4. AsyncWait(2.0)
  5. Subroutine(0xa740)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 22, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  7. if (not(OnGround))
    1. FlashEffectOverlay { red: 255, green: 170, blue: 0, alpha: 60 }
  8. AsyncWait(7.0)
  9. AsyncWait(34.0)
  10. DeleteSwordGlow { fade_time: 1 }
  11. RemoveFlashEffect
  12. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2752518), Bool(false), Bool(true)] }

SFX

  1. AsyncWait(6.0)
  2. SoundEffectTransient(2528)
  3. SoundEffect1(6150)
  4. SoundEffect1(6150)
  5. SyncWait(7.0)
  6. SoundEffect1(6151)
  7. SyncWait(9.0)
  8. SoundEffect1(6152)
  9. SyncWait(10.0)
  10. SoundEffect1(6153)
  11. SyncWait(10.0)

Other

  1. RumbleLoop { unk1: 2, unk2: 40 }