P+ - Pit - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 32-39
Auto Cancel Lag: 4
Landing Lag: 19
Landing Lag (L-Cancel): 9
Hitboxes active: 9-22
Hitbox set 0 hits: 9
Subaction Index: 0x64

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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 25 100 37 Slash Slash 8 7
0 1 12 25 100 37 Slash Slash 7 6
0 2 12 25 100 37 Slash Slash 7 6

Frames:11-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 15 85 361 Slash Slash 5 5
0 1 6 15 85 361 Slash Slash 4 4
0 2 6 15 85 361 Slash Slash 4 4

Scripts

Main

  1. Subroutine(0x6f98)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(8.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 37, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 4.0, x_offset: 0.0, y_offset: 1.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 37, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.5, x_offset: 0.0, y_offset: -3.0, z_offset: -1.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 37, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.5, x_offset: 0.0, y_offset: -6.0, z_offset: -2.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 15, size: 3.5, x_offset: 0.0, y_offset: -2.0, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 15, size: 3.2, x_offset: 0.0, y_offset: -4.0, z_offset: -1.0, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 15, size: 3.2, x_offset: 0.0, y_offset: -6.0, z_offset: -2.0, 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 })
  12. AsyncWait(22.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(31.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 75, 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: None, terminate_with_animation: true })
  2. AsyncWait(7.0)
  3. Subroutine(0x132f0)
  4. Subroutine(0xa010)
  5. AsyncWait(12.0)
  6. DeleteSwordGlow { fade_time: 10 }

SFX

  1. SoundEffectStop(663)
  2. AsyncWait(8.0)
  3. SoundEffect1(654)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 17, unk2: 0 }