P+ - Roy - Subaction - SpecialNEnd_1

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Stats

IASA: None
Hitboxes active: 9-14
Hitbox set 0 hits: 9
Subaction Index: 0x1d1

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:9-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 50 50 83 361 Flame Burn false 30 24 19
0 1 50 50 83 361 Flame Burn false 30 24 19
0 2 50 50 83 361 Flame Burn false 30 24 19
0 3 50 50 83 361 Flame Burn false 30 24 19
0 4 50 50 83 361 Flame Burn false 30 24 19

Scripts

Main

  1. AsyncWait(8.0)
  2. AddDamage(10.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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: 65, hitbox_id: 1, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.75, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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: 61, hitbox_id: 2, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 6.0, x_offset: 2.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 4.0, z_offset: 19.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(50.0), trajectory: 361, wdsk: 0, kbg: 83, shield_damage: 30, bkb: 50, size: 2.5, 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: 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 })
  8. SyncWait(6.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(38.0)
  11. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 40, 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: 1.2, 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 })
  2. AsyncWait(1.0)
  3. Subroutine(0xf620)
  4. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 40, graphic: 2, bone: 65, 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 })
    2. SyncWait(1.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, 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: false })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 19.0, 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: false })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 77, bone: 0, x_offset: 19.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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 })
  8. AsyncWait(14.0)
  9. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(16557)
  3. AsyncWait(8.0)
  4. SoundEffect1(81)
  5. SoundEffect1(81)
  6. SoundEffect1(169)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. Rumble { unk1: 19, unk2: 0 }
  4. AsyncWait(1.0)
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  6. AsyncWait(8.0)
  7. ScreenShake { magnitude: 2 }
  8. AsyncWait(24.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }