PM3.02 - Link - Subaction - AttackAirLw

| 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 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 |

Stats

IASA: 80
Auto Cancel Window: 1-12, 65-90
Auto Cancel Lag: 4
Landing Lag: 45.5
Landing Lag (L-Cancel): 22
Hitboxes active: 13-64
Hitbox set 0 hits: 13
Subaction Index: 0x66

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:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 22 50 80 65 Slash Slash 11 10
0 1 20 40 80 65 Slash Slash 10 9
0 2 20 40 80 65 Slash Slash 10 9

Frames:16-64

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 19 50 80 65 Slash Slash 10 9
0 1 19 40 80 65 Slash Slash 10 9
0 2 19 40 80 65 Slash Slash 10 9

Scripts

Main

  1. AsyncWait(12.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x40) }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.91, x_offset: 2.54, y_offset: 4.219983, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 2.54, y_offset: 7.03, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(20.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 2.34, x_offset: 2.54, y_offset: 9.8, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 19 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 19 }
  10. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 19 }
  11. AsyncWait(64.0)
  12. DeleteAllHitBoxes
  13. BoolVariableSetFalse { variable: LongtermAccessBool (0x40) }
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(79.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(12.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 39, x_offset: 0.0, y_offset: -8.0, 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 })
  3. SwordGlow(SwordGlow { color: 1, blur_length: 3, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(494)
  3. SoundEffect1(582)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. ItemVisibility(false)
  4. AsyncWait(12.0)
  5. Rumble { unk1: 19, unk2: 0 }
  6. AsyncWait(74.0)
  7. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  8. ItemVisibility(true)