P+ - Zelda - 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 |
Stats
IASA: |
14 |
Hitboxes active: |
7-11 |
Hitbox set 0 hits: |
7 |
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:7-11
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
- AsyncWait(6.0)
- Subroutine(External: gameAnimCmd_HarisenSwing4Common)
- MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 88, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
- MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 55, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
- AsyncWait(11.0)
- DeleteAllHitBoxes
- BeamSwordTrail { unk: 3 }
- SyncWait(2.0)
- AllowInterrupts
GFX
SFX
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(6.0)
- Rumble { unk1: 13, unk2: 0 }
- SlopeContourStand { leg_bone_parent: 2 }
- AsyncWait(45.0)
- SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }