P+ - Link - Subaction - AttackAirHi

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Stats

IASA: 57
Auto Cancel Window: 1-4, 50-64
Auto Cancel Lag: 4
Landing Lag: 28
Landing Lag (L-Cancel): 14
Hitboxes active: 5-49
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 16 25 85 80 Slash Slash 9 8
0 1 16 25 85 80 Slash Slash 9 8
0 2 16 25 85 80 Slash Slash 9 8

Frames:8-49

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 25 85 80 Slash Slash 7 6
0 1 12 25 85 80 Slash Slash 7 6
0 2 12 25 85 80 Slash Slash 7 6

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 25, size: 4.3, x_offset: 5.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 25, size: 4.3, x_offset: 1.91, 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: 23, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 25, 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: 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(49.0)
  11. DeleteAllHitBoxes
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(56.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. AsyncWait(4.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 39, 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 })
  4. Subroutine(0x8828)
  5. AsyncWait(50.0)
  6. DeleteSwordGlow { fade_time: 4 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(494)

Other

  1. AsyncWait(1.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(4.0)
  4. Rumble { unk1: 19, unk2: 0 }
  5. AsyncWait(58.0)
  6. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }