PM3.02 - Toon Link - Subaction - AttackAirLw

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Stats

IASA: 70
Auto Cancel Window: 1-11, 55-90
Auto Cancel Lag: 4
Landing Lag: 44
Landing Lag (L-Cancel): 22
Hitboxes active: 12-54
Hitbox set 0 hits: 12
Subaction Index: 0x66

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 45 100 70 Slash Slash 8 7
0 1 14 45 100 70 Slash Slash 8 7
0 2 16 70 100 630 Flame Burn 9 8

Frames:15-54

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 45 100 70 Slash Slash 9 8
0 1 17 45 100 70 Slash Slash 9 8
0 2 21 70 100 630 Flame Burn 11 9

Scripts

Main

  1. AsyncWait(11.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x40) }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.94, y_offset: -2.82, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.94, y_offset: 1.88, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 630, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 3.53, x_offset: 0.94, y_offset: 6.58, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 17 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 17 }
  10. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 21 }
  11. AsyncWait(54.0)
  12. DeleteAllHitBoxes
  13. BoolVariableSetFalse { variable: LongtermAccessBool (0x40) }
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(69.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(11.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 36, x_offset: 0.0, y_offset: -8.0, 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: true })
  3. 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 })

SFX

  1. AsyncWait(11.0)
  2. SoundEffect1(6251)
  3. Goto(0x9019c168)

Other

  1. AsyncWait(5.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. ItemVisibility(false)
  4. AsyncWait(11.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(69.0)
  7. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  8. ItemVisibility(true)