P+ - Pit - Subaction - AttackS4S_1

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Stats

IASA: 30
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 9 50 0 80 Slash Slash 0.5 0.4 6 2
0 1 9 50 0 80 Slash Slash 0.5 0.4 6 2
0 2 7 50 0 100 Slash Slash 0.6 0.4 5 3
0 3 7 50 0 100 Slash Slash 0.6 0.4 5 3

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(5.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 2.3, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, 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: 62, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.4, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, 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: 72, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.53, x_offset: 0.0, y_offset: 1.88, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.6, sdi_mult: 0.4, 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: 3, set_id: 0, damage: Constant(7.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.28, x_offset: 0.0, y_offset: 5.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.6, sdi_mult: 0.4, 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. AsyncWait(8.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(9.0)
  10. CallEveryFrame { thread_id: 9, script: 0x29d50 }
  11. AsyncWait(24.0)
  12. RemoveCallEveryFrame { thread_id: 9 }
  13. AsyncWait(29.0)
  14. AllowInterrupts

GFX

  1. SoundVoiceLow
  2. AsyncWait(4.0)
  3. SoundEffect1(652)
  4. SoundEffect1(653)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, 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 })
  6. Subroutine(0xa010)
  7. AsyncWait(6.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 16.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  9. AsyncWait(8.0)
  10. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd (not(ButtonHeld value(0)))
      2. BoolVariableSetTrue { variable: RandomAccessBool (0x22) }
    2. if (ButtonHeld value(0))
      1. IfStatementAnd (BoolIsTrue RandomAccessBool (0x22))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    3. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    4. SyncWait(0.1)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(15.0)