P+ - Link - Subaction - Attack12
            
            
            
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            Stats
            
                
                    | IASA: | 17 | 
                
                    | Hitboxes active: | 5-7 | 
                
                    | Hitbox set 0 hits: | 5 | 
                
                    | Subaction Index: | 0x49 | 
            
            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 | 3 | 40 | 20 | 100 | Slash | Slash | 3 | 3 |            | 
                            
                            | 0 | 1 | 3 | 40 | 20 | 78 | Slash | Slash | 3 | 3 |            | 
                            
                            | 0 | 2 | 3 | 40 | 20 | 60 | Slash | Slash | 3 | 3 |            | 
                            
                            | 0 | 3 | 3 | 40 | 20 | 50 | Slash | Slash | 3 | 3 |            | 
                
             
            Scripts
            Main
            - AsyncWait(1.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- AsyncWait(4.0)
- CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 100, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 4.3, x_offset: 5.72, 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: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 4.3, x_offset: 2.38, 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: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 3.91, 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: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 2.34, 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: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(3.0)
- DeleteAllHitBoxes
- AsyncWait(10.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
- AsyncWait(11.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- AsyncWait(16.0)
- AllowInterrupts
GFX
            - AsyncWait(4.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, 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 })
- Subroutine(0x8828)
- SoundEffect1(497)
- AsyncWait(12.0)
- DeleteSwordGlow { fade_time: 1 }
SFX
            - AsyncWait(1.0)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(5.0)
- Rumble { unk1: 16, unk2: 0 }