P+ - Roy - Subaction - Swing4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 |

Stats

IASA: None
Hitboxes active: 5-6, 17-19
Hitbox set 0 hits: 5, 17
Subaction Index: 0x124

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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 0 100 85 Slash Slash 1 4 4
0 1 5 50 0 100 75 Slash Slash 1 4 4
0 2 5 50 0 100 50 Slash Slash 1 4 4

Frames:17-19

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 12 50 80 361 Slash Slash 6 7 6

Scripts

Main

  1. AsyncWait(4.0)
  2. Subroutine(0x18fb0)
  3. AsyncWait(13.0)
  4. ItemSetProperty { unk1: 3, unk2: 3.0 }
  5. BeamSwordTrail { unk: 100 }
  6. AsyncWait(16.0)
  7. Subroutine(External: gameAnimCmd_SwordSwing4Common)
  8. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 34, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  9. AsyncWait(19.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(22.0)
  12. ItemSetProperty { unk1: 3, unk2: 0.5 }
  13. AsyncWait(25.0)
  14. ItemSetProperty { unk1: 3, unk2: 1.0 }

GFX

  1. AsyncWait(2.0)
  2. Subroutine(0x2e124)
  3. SyncWait(10.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. Subroutine(0x28104)
  2. SyncWait(4.0)
  3. SoundEffect1(16705)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(17.0)
  5. Rumble { unk1: 13, unk2: 0 }