P+ - Pit - Subaction - AttackDash

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Stats

IASA: 34
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 80 Slash Slash 7 6
0 1 12 20 100 70 Slash Slash 7 6
0 2 9 20 115 60 Slash Slash 6 5
0 3 7 20 115 80 Slash Slash 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.542, x_offset: 0.0, y_offset: 0.0, z_offset: -0.75093335, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.755, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 20, size: 1.97, x_offset: 0.0, y_offset: -1.4976, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 80, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 20, size: 3.94, x_offset: 0.0, y_offset: 0.0, z_offset: -2.6496, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(33.0)
  9. AllowInterrupts

GFX

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(5.0)
  3. 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 })
  4. Subroutine(0xa010)
  5. AsyncWait(7.0)
  6. 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: 0.55, 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 })
  7. AsyncWait(10.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SyncWait(5.0)
  4. SoundEffect1(652)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(23.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }