P+ - Roy - Subaction - Swing4_1

| 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: 22
Hitboxes active: 5-6, 17-19
Hitbox set 0 hits: 5, 17
Subaction Index: 0x12f

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 WDSK BKB KBG Angle Effect Sound Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 2 10 90 0 100 120 Normal Paper 100 0.3 6 6
0 3 10 90 0 100 120 Normal Paper 100 0.3 6 6

Scripts

Main

  1. AsyncWait(4.0)
  2. Subroutine(0x18fb0)
  3. AsyncWait(16.0)
  4. Subroutine(External: gameAnimCmd_HarisenSwing4Common)
  5. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 37, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  6. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 34, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  7. AsyncWait(19.0)
  8. DeleteAllHitBoxes
  9. BeamSwordTrail { unk: 3 }
  10. SyncWait(2.0)
  11. AllowInterrupts

GFX

  1. Goto(Swing4 GFX 0x2b9c4)

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(4.0)
    3. Rumble { unk1: 16, unk2: 0 }
    4. AsyncWait(16.0)
    5. Rumble { unk1: 13, unk2: 0 }