P+ - Pit - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 2-3, 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27, 29-30
Hitbox set 0 hits: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29
Subaction Index: 0x4c

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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:11-12

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:23-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:26-27

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Frames:29-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 0 25 130 10 Slash Slash 1 2 3
0 1 1 10 0 100 110 Slash Slash 1.2 2 3
0 2 1 0 0 100 110 Slash Slash 1 2 3
0 3 2 0 30 100 361 Slash Slash 1 2 3

Scripts

Main

  1. loop Infinite times:
    1. AsyncWait(1.0)
    2. Subroutine(0x12da8)
    3. AsyncWait(4.0)
    4. Subroutine(0x12da8)
    5. AsyncWait(7.0)
    6. Subroutine(0x12da8)
    7. AsyncWait(10.0)
    8. Subroutine(0x12da8)
    9. AsyncWait(13.0)
    10. Subroutine(0x12da8)
    11. AsyncWait(16.0)
    12. Subroutine(0x12da8)
    13. AsyncWait(19.0)
    14. Subroutine(0x12da8)
    15. AsyncWait(22.0)
    16. Subroutine(0x12da8)
    17. AsyncWait(25.0)
    18. Subroutine(0x12da8)
    19. AsyncWait(28.0)
    20. Subroutine(0x12da8)
    21. AsyncWait(31.0)
    22. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    23. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }

GFX

  1. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(29)))
    2. UnknownEvent { namespace: 0x11, code: 0x21, unk1: 0x0, arguments: [Value(6)] }
  2. else
    1. UnknownEvent { namespace: 0x11, code: 0x21, unk1: 0x0, arguments: [Value(2)] }
  3. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 32, bone: 76, 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, randomize: None, terminate_with_animation: true })
  4. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 2, bone: 76, 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, randomize: None, terminate_with_animation: true })
  5. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 26, 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: 0.75, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 15.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(8.0)

SFX

  1. SoundEffect1(672)
  2. SoundEffect1(655)
  3. SyncWait(9.0)
  4. SoundEffect1(655)
  5. SyncWait(9.0)
  6. SoundEffect1(672)
  7. SoundEffect1(655)
  8. SyncWait(9.0)
  9. SoundEffect1(655)
  10. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  11. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  12. Goto(Attack100 SFX 0xed28)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. RumbleLoop { unk1: 9, unk2: 0 }
  4. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  5. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  6. Goto(Attack100 Other 0x2740)