P+ - Link - Subaction - AttackAirLw

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Stats

IASA: 80
Auto Cancel Window: 1-12, 65-90
Auto Cancel Lag: 4
Landing Lag: 40
Landing Lag (L-Cancel): 20
Hitboxes active: 13-64
Hitbox set 0 hits: 13
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:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 21 50 80 65 Slash Slash 11 9
0 1 19 40 80 65 Slash Slash 10 9
0 2 19 40 80 65 Slash Slash 10 9

Frames:16-64

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 18 50 80 65 Slash Slash 10 8
0 1 18 40 80 65 Slash Slash 10 8
0 2 18 40 80 65 Slash Slash 10 8

Scripts

Main

  1. AsyncWait(12.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x40) }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(21.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.91, x_offset: 2.54, y_offset: 4.1, z_offset: 0.6, 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(19.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 2.54, y_offset: 7.03, z_offset: 0.6, 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(19.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 2.34, x_offset: 2.54, y_offset: 9.8, z_offset: 0.6, 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 })
  7. SyncWait(3.0)
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 18 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 18 }
  10. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 18 }
  11. AsyncWait(64.0)
  12. DeleteAllHitBoxes
  13. BoolVariableSetFalse { variable: LongtermAccessBool (0x40) }
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(79.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(12.0)
  2. 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 })
  3. Subroutine(0x8828)

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(494)
  3. SoundEffect1(582)

Other

  1. AsyncWait(7.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. ItemVisibility(false)
  4. AsyncWait(12.0)
  5. Rumble { unk1: 19, unk2: 0 }
  6. AsyncWait(74.0)
  7. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  8. ItemVisibility(true)