P+ - Pit - Subaction - AttackAirN

| 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 | 36 | 37 | 38 | 39 | 40 |

Stats

IASA: None
Auto Cancel Window: 1-3, 35-40
Auto Cancel Lag: 4
Landing Lag: 16
Landing Lag (L-Cancel): 8
Hitboxes active: 4-21
Hitbox set 0 hits: 4, 9, 14, 19
Subaction Index: 0x62

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:4-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 20 0 100 361 Slash Slash 0.9 0.75 3 3
0 1 2 20 0 100 361 Slash Slash 0.9 0.75 2 3
0 2 2 20 0 100 361 Slash Slash 0.9 0.75 2 3

Frames:19-21

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 3 40 100 361 Slash Unknown(24) MD 3 3

Scripts

Main

  1. Subroutine(0x6f98)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(3.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.75, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 5.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.75, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: -5.4997334, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 0.75, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(5.0)
    5. DeleteAllHitBoxes
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 8.0, 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: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 2.75, unk: 0 }
  10. SyncWait(12.0)
  11. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  12. AsyncWait(44.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

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(4)] }
  2. 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 })
  3. 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 })

SFX

  1. SoundEffectStop(663)
  2. AsyncWait(3.0)
  3. loop 4 times:
    1. SoundEffect1(655)
    2. SyncWait(5.0)

Other

  1. AsyncWait(3.0)
  2. RumbleLoop { unk1: 9, unk2: 30 }
  3. Subroutine(0x14ff8)
  4. SyncWait(21.0)
  5. DeleteSwordGlow { fade_time: 1 }
  6. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1572866), Bool(true), Bool(true)] }
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1572895), Bool(true), Bool(true)] }