PM3.02 - Toon Link - Subaction - Attack11

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Stats

IASA: 18
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x48

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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 33 0 100 55 Slash Slash false 2 3
0 1 2 30 0 100 65 Slash Slash false 2 3
0 2 2 27 0 100 75 Slash Slash false 2 3
0 3 2 24 0 100 85 Slash Slash false 2 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 55, wdsk: 33, kbg: 100, shield_damage: 0, bkb: 0, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 65, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 75, wdsk: 27, kbg: 100, shield_damage: 0, bkb: 0, size: 3.44, x_offset: 0.94, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 85, wdsk: 24, kbg: 100, shield_damage: 0, bkb: 0, size: 3.18, x_offset: 5.17, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. DeleteAllHitBoxes
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(17.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. SwordGlow(SwordGlow { color: 124, blur_length: 3, point1_bone: 22, point1_x_offset: 1.5, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 22, point2_x_offset: 9.2, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 2752513, bone_id: 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, glow_length: 1.0 })
  3. AsyncWait(3.0)
  4. SoundEffect1(6254)
  5. AsyncWait(10.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. Subroutine(0x9019d080)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 16, unk2: 0 }