PM3.6 - Toon Link - Subaction - AttackAirHi

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Stats

IASA: 53
Auto Cancel Window: 1-4, 47-66
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 5-40
Hitbox set 0 hits: 5
Subaction Index: 0x65

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 25 95 80 Slash Slash 8 7
0 1 15 25 95 80 Slash Slash 8 7
0 2 15 25 95 80 Slash Slash 8 7

Frames:8-40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 25 95 80 Slash Slash 7 6
0 1 12 25 95 80 Slash Slash 7 6
0 2 12 25 95 80 Slash Slash 7 6

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 3.77, x_offset: 4.23, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 4.26, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 2.87, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(3.0)
  7. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 12 }
  8. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 12 }
  9. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 12 }
  10. AsyncWait(40.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(46.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(52.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  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. AsyncWait(4.0)
  4. Subroutine(0x2b3dc)
  5. AsyncWait(45.0)
  6. DeleteSwordGlow { fade_time: 4 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(6252)
  3. Goto(0x9019c168)

Other

  1. AsyncWait(1.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(4.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(54.0)
  6. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }