P+ - Roy - Subaction - SpecialNCrit

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Stats

IASA: None
Hitboxes active: 68-70, 79-98
Hitbox set 0 hits: 68, 79
Subaction Index: 0x1b

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:68-70

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 9 90 0 361 Flame Burn false 1.1 0.6 1 6 6
0 1 9 90 0 361 Flame Burn false 1.1 0.6 1 6 6
0 2 9 90 0 361 Flame Burn false 1.1 0.6 1 6 6
0 3 9 90 0 361 Flame Burn false 1.1 0.6 1 6 6

Frames:79-98

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 40 50 71 361 Flame Burn false 30 19 16

Scripts

Main

  1. AsyncWait(67.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 90, size: 3.9, x_offset: 0.0, y_offset: 0.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.6, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 90, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.6, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 90, size: 2.73, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.6, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 90, size: 3.05, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.6, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. AsyncWait(70.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(78.0)
  9. IntVariableSet { variable: RandomAccessInt (0xa), value: 1212765217 }
  10. if (Unknown(100) scalar(39))
    1. Goto(0xe470)
  11. else
    1. Goto(0x9060)

GFX

  1. Subroutine(0x8f80)
  2. AsyncWait(8.0)
  3. Subroutine(0xf620)
  4. SoundEffect1(16654)
  5. Rumble { unk1: 13, unk2: 8 }
  6. AsyncWait(30.0)
  7. SoundEffect1(16705)
  8. AsyncWait(36.0)
  9. SoundEffectStop(16597)
  10. DeleteSwordGlow { fade_time: 1 }
  11. AsyncWait(53.0)
  12. Subroutine(0x8f80)
  13. AsyncWait(65.0)
  14. Subroutine(0xf620)
  15. AsyncWait(70.0)
  16. DeleteSwordGlow { fade_time: 6 }
  17. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2621441), Bool(false), Bool(false)] }
  18. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2621445), Bool(false), Bool(false)] }
  19. EndAestheticWindEffect { unk: 0 }
  20. AsyncWait(78.0)
  21. if (Unknown(100) scalar(39))
    1. Goto(0xd7d8)
  22. else
    1. Goto(0x82d0)

SFX

  1. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 39, 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: 4.0, random_y_offset: 0.0, random_z_offset: 15.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    2. SyncWait(3.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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 })
    4. SyncWait(3.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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. SyncWait(2.0)
  2. AsyncWait(33.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 39, 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: 4.0, random_y_offset: 0.0, random_z_offset: 15.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  4. SyncWait(3.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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. SyncWait(3.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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 })
  8. AsyncWait(56.0)
  9. SyncWait(6.0)
  10. SoundEffect1(169)
  11. SoundEffect1(16557)
  12. SyncWait(14.0)
  13. SoundEffect1(81)
  14. SoundEffect1(81)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 55.0, speed: 2.0, size: 0.6, unk3: 0.0, unk4: 15.0, unk5: 20.0, unk6: 30.0, unk7: 30.0, unk8: 40 })
  4. loop Infinite times:
    1. if ((InternalConstantInt(CurrentFrame) GreaterThan scalar(32)))
      1. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
    2. SetColorOfFlashEffectOverlay { transition_time: 5, red: 240, green: 100, blue: 0, alpha: 48 }
    3. SyncWait(4.0)
    4. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 124 }
    5. ScreenShake { magnitude: 0 }
    6. SyncWait(1.0)
  5. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 0 }
  6. Rumble { unk1: 13, unk2: 4 }
  7. AsyncWait(62.0)
  8. Rumble { unk1: 17, unk2: 0 }
  9. AsyncWait(65.0)
  10. SlopeContourStand { leg_bone_parent: 0 }
  11. AsyncWait(70.0)
  12. SlopeContourStand { leg_bone_parent: 6 }
  13. AsyncWait(78.0)
  14. Rumble { unk1: 17, unk2: 32 }