P+ - Link - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 7-12
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 25 100 85 Slash Slash 7 6
0 1 13 25 100 75 Slash Slash 7 7
0 2 14 25 100 65 Slash Slash 8 7
0 3 10 25 100 90 Slash Slash 6 6

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: LongtermAccessBool (0x37) }
  3. AsyncWait(2.0)
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x37) }
  5. AsyncWait(6.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 2.73, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 1.95, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(12.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(39.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. Subroutine(0x8f48)
  3. AsyncWait(6.0)
  4. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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 })
  5. AsyncWait(14.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(492)
  3. SyncWait(3.0)
  4. SoundEffect1(490)
  5. SyncWait(1.0)
  6. SoundEffect1(496)
  7. AsyncWait(27.0)
  8. SoundEffect1(492)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(23.0)
  4. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 3 }
  5. AsyncWait(30.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }