P+ - Marth - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 5
Hitboxes active: 5-11
Hitbox set 0 hits: 5
Subaction Index: 0x1e8

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:5

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 80 70 361 Slash Slash false 7 7
0 1 10 60 70 74 Slash Slash false 6 6
0 2 10 60 70 74 Slash Slash false 6 6

Frames:6-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 7 20 90 361 Slash Slash false 5 5
0 1 7 20 90 74 Slash Slash false 5 5
0 2 6 20 90 74 Normal Punch false 4 4

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-0.10625) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  4. LedgeGrabEnable(Disable)
  5. AsyncWait(4.0)
  6. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 80, size: 3.90625, x_offset: 0.0, y_offset: 0.0, z_offset: 5.2429667, 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: false, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 74, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.90625, x_offset: 0.0, y_offset: 0.0, z_offset: 1.2, 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: false, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 74, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.90625, 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: false, unk5: true, direct: true, unk6: 0 })
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  12. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan value(0)))
    1. Posture(3)
    2. Posture(4)
  13. SyncWait(1.0)
  14. ChangeHurtBoxStateAll { state: Normal }
  15. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 3.90625, x_offset: 0.0, y_offset: 0.0, z_offset: 5.2429667, 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: false, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 74, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 3.90625, x_offset: 0.0, y_offset: 0.0, z_offset: 1.2, 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: false, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 74, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 3.125, x_offset: 0.0, y_offset: 1.7968667, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  18. AsyncWait(11.0)
  19. DeleteAllHitBoxes
  20. LedgeGrabEnable(EnableInFrontAndBehind)
  21. AsyncWait(20.0)
  22. FloatVariableSet { variable: RandomAccessFloat (0x401), value: 0 }
  23. FloatVariableSet { variable: RandomAccessFloat (0x402), value: 0 }
  24. loop Infinite times:
    1. if ((InternalConstantInt(VerticalCharacterVelocity) LessThan scalar(0)))
      1. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
    2. if ((RandomAccessFloat (0x401) NotEqual scalar(0)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x401), value: 0 }
      2. FloatVariableSet { variable: RandomAccessFloat (0x402), value: 0 }
      3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
      5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    3. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
    4. SyncWait(1.0)

GFX

  1. AsyncWait(1.0)
  2. SwordGlow(SwordGlow { color: 9, blur_length: 3, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 1.6, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 10.7, delete_after_subaction: true, graphic_id: 1179649, bone_id: 65, 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: 1.0 })
  3. AsyncWait(4.0)
  4. GraphicEffect(GraphicEffect { graphic: 41, 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: 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 })
  5. AsyncWait(5.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 65, x_offset: 10.0, y_offset: 0.0, 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 })
  7. AsyncWait(13.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(1691)
  3. SyncWait(4.0)
  4. SoundEffect1(4417)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }