P+ - Toon Link - Subaction - SwingDash_4

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Stats

IASA: None
Hitboxes active: 6-9, 11-13
Hitbox set 0 hits: 6, 11
Subaction Index: 0x140

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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 6 50 70 361 Flower Punch 4 4
0 3 6 50 70 361 Flower Punch 4 4

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 45 100 80 Slash Slash true 5 5
0 1 8 45 100 70 Slash Slash false 5 5
0 2 8 45 100 60 Slash Slash false 5 5
0 3 8 45 100 90 Slash Slash true 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. Subroutine(External: gameAnimCmd_LipStickSwingDashCommon)
  3. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 58, new_x_offset: 1.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  4. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 16, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  5. AsyncWait(9.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(10.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 3.6, x_offset: 4.0, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.32, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 2.88, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 2.16, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes

GFX

    SFX

    1. AsyncWait(11.0)
    2. SoundEffect1(6254)

    Other

    1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
    2. SlopeContourStand { leg_bone_parent: 2 }
    3. AsyncWait(3.0)
    4. Rumble { unk1: 13, unk2: 0 }
    5. AsyncWait(10.0)
    6. SlopeContourStand { leg_bone_parent: 0 }
    7. AsyncWait(25.0)
    8. SlopeContourStand { leg_bone_parent: 6 }