P+ - Marth - Subaction - SpecialLwHit

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Stats

IASA: None
Fully Intangible: 1-9
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x1eb

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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 7 90 35 361 Slash Kick false 1.2 5 6
0 1 7 90 35 361 Slash Kick false 1.2 5 6
0 2 7 90 35 361 Slash Kick false 1.2 5 6
0 3 7 90 35 361 Slash Kick false 1.2 5 6
0 4 7 90 35 361 Slash Kick false 1.2 5 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 90, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 4.7, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 90, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 90, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 90, size: 4.92, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 90, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 7.52, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(8.0)
  9. AsyncWait(9.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 40, 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: 1.25, 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: false })
  2. AsyncWait(2.0)
  3. 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: 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: false })
  4. SwordGlow(SwordGlow { color: 9, blur_length: 4, 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: 10.75, 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 })
  5. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 220 }
  6. AsyncWait(3.0)
  7. FlashEffectOverlay { red: 180, green: 180, blue: 180, alpha: 80 }
  8. SetColorOfFlashEffectOverlay { transition_time: 11, red: 0, green: 0, blue: 0, alpha: 0 }
  9. AsyncWait(14.0)
  10. DeleteSwordGlow { fade_time: 1 }
  11. RemoveFlashEffect

SFX

  1. SoundEffect1(4422)
  2. SyncWait(2.0)
  3. SoundVoiceOttotto

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 15, unk2: 0 }