P+ - Roy - Subaction - AttackAirB

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Stats

IASA: 41
Auto Cancel Window: 1-5, 34-44
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Direction Reverse Frames: 34
Hitboxes active: 7-10
Hitbox set 0 hits: 7
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: 7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 20 100 50 Slash Slash 9 8
0 1 16 20 100 50 Slash Slash 9 8
0 2 16 20 100 50 Slash Slash 9 8
0 3 11 20 70 40 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(6.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 2.2, 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: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.13, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.34, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 40, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(10.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(33.0)
  11. ReverseDirection
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(40.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. Subroutine(0x2e124)
  3. AsyncWait(11.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(16704)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 21, unk2: 0 }