P+ - Roy - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-21
Hitboxes active: 21-27
Hitbox set 0 hits: 21
Subaction Index: 0xd7

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: 21-27

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 8 70 50 361 Slash Slash false 0.8333333 1 5 4
0 1 8 70 50 361 Slash Slash false 0.8333333 1 5 4
0 2 6 70 50 361 Slash Slash false 1 1 4 4
0 3 6 70 50 361 Slash Slash false 1 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(20.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 7.2, tripping_rate: 0.0, hitlag_mult: 0.8333333, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.6, tripping_rate: 0.0, hitlag_mult: 0.8333333, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.8, x_offset: -2.0, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.5, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(21.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. AsyncWait(27.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(42.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. AsyncWait(18.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, 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: 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 })
  3. AsyncWait(19.0)
  4. Subroutine(0x2e124)
  5. AsyncWait(22.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 65, x_offset: 10.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: 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 })
  7. AsyncWait(24.0)
  8. 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: 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(28.0)
  10. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(228)
  3. SyncWait(16.0)
  4. SoundEffect1(228)
  5. AsyncWait(20.0)
  6. SoundEffect1(16705)
  7. Subroutine(0x28104)

Other

  1. AsyncWait(23.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. AsyncWait(22.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }