P+ - Pit - Subaction - Attack13

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 |

Stats

IASA: 32
Hitboxes active: 3-7
Hitbox set 0 hits: 3
Subaction Index: 0x4a

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:3-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 50 70 361 Slash Slash 4 4
0 1 5 50 70 361 Slash Slash 4 4
0 2 5 50 70 361 Slash Slash 4 4
0 3 5 50 70 361 Slash Slash 4 4

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  2. AsyncWait(1.0)
  3. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  4. AsyncWait(2.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 3.69, x_offset: 0.0, y_offset: 4.61, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 3.149, x_offset: 0.0, y_offset: 1.13, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 2.361, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 2.361, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(7.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(31.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, 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: 0.0, 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(0xa010)
  4. AsyncWait(10.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(654)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }