P+ - Ganondorf - Subaction - SwordSlash

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Stats

IASA: None
Hitboxes active: 40-42
Hitbox set 0 hits: 40
Subaction Index: 0x3a

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:40

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 31 40 100 361 Flame Burn 1.5 13 15 19
0 1 33 40 100 361 Flame Burn 1.5 13 16 20
0 2 35 40 100 361 Flame Burn 1.5 13 17 21
0 3 37 40 100 361 Flame Burn 1.5 13 18 22
0 4 24 40 75 55 Slash Burn 1.2 13 12 13

Frames:41-42

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 31 40 100 361 Flame Burn 1.5 13 15 19
0 1 33 40 100 361 Flame Burn 1.5 13 16 20
0 2 35 40 100 361 Flame Burn 1.5 13 17 21
0 3 37 40 100 361 Flame Burn 1.5 13 18 22

Scripts

Main

  1. AsyncWait(29.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  3. AsyncWait(39.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(24.0), trajectory: 55, wdsk: 0, kbg: 75, shield_damage: 13, bkb: 40, size: 13.0, x_offset: 0.0, y_offset: 17.0, z_offset: 23.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 0, set_id: 0, damage: Constant(31.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 13, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 1, set_id: 0, damage: Constant(33.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 13, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(35.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 13, bkb: 40, size: 4.25, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(37.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 13, bkb: 40, size: 4.25, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. DeleteHitBox(4)
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes
  13. Armor { armor_type: None, tolerance: 0.0 }

GFX

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(1), Value(1)] }
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.65, randomize: None, terminate_with_animation: false })
  4. AsyncWait(16.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: -20.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: false })
  6. AsyncWait(35.0)
  7. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 100.0, speed: 16.0, size: 15.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 50 })
  8. SoundEffectTransient(1839)
  9. AsyncWait(38.0)
  10. SwordGlow(SwordGlow { color: 7, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 2.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 16.5, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 69, 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: 0.0 })
  11. GraphicEffect(GraphicEffect { graphic: 40, bone: 0, x_offset: -6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  12. AsyncWait(39.0)
  13. SoundEffect1(4774)
  14. SoundEffect1(57)
  15. SoundEffect1(113)
  16. AsyncWait(40.0)
  17. Rumble { unk1: 5, unk2: 0 }
  18. ScreenShake { magnitude: 2 }
  19. SoundEffect1(213)
  20. SoundEffect1(213)
  21. SoundEffect1(81)
  22. FlashEffectLight { red: 255, green: 60, blue: 0, alpha: 125, light_source_x: 75.0, light_source_y: 0.0 }
  23. GraphicEffect(GraphicEffect { graphic: 59, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 39.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.69998336, 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 })
  24. GraphicEffect(GraphicEffect { graphic: 13, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 29.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.0, 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 })
  25. AsyncWait(42.0)
  26. DeleteSwordGlow { fade_time: 3 }
  27. AsyncWait(55.0)
  28. EndAestheticWindEffect { unk: 0 }
  29. SetColorOfFlashEffectLight { transition_time: 10, red: 255, green: 60, blue: 0, alpha: 0 }
  30. AsyncWait(65.0)
  31. RemoveFlashEffect
  32. AsyncWait(85.0)
  33. SoundEffectTransient(4701)

SFX

  1. SyncWait(25.0)
  2. loop 3 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 40, alpha: 30 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(3.0)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(14.0)
  3. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  4. AsyncWait(28.0)
  5. SlopeContourStand { leg_bone_parent: 2 }
  6. AsyncWait(39.0)
  7. SlopeContourFull { hip_n_or_top_n: 7, trans_bone: 3 }
  8. AsyncWait(71.0)
  9. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 10 }
  10. AsyncWait(90.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }