PM3.02 - Link - Subaction - AttackDash

| 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 |

Stats

IASA: 37
Hitboxes active: 7-12
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 100 85 Slash Slash 7 6
0 1 13 30 100 75 Slash Slash 7 7
0 2 14 30 100 65 Slash Slash 8 7
0 3 10 30 100 91 Slash Slash 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 91, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 5.72, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 2.38, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 2.73, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, 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: 55, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 1.95, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(12.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(36.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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. AsyncWait(5.0)
  4. SwordGlow(SwordGlow { color: 1, blur_length: 4, 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 })
  5. AsyncWait(14.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(495)
  3. SyncWait(1.0)
  4. SoundEffect1(492)
  5. SyncWait(14.0)
  6. SoundEffect1(490)
  7. SyncWait(13.0)
  8. SoundEffect1(492)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(23.0)
  4. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 3 }
  5. AsyncWait(30.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }