PM3.02 - Link - Subaction - AttackLw4

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Stats

IASA: 39
Hitboxes active: 4-6, 16-18
Hitbox set 0 hits: 4, 16
Subaction Index: 0x60

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:4-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 26 95 75 Slash Slash 7 7
0 1 16 26 95 75 Slash Slash 9 8
0 2 17 26 95 75 Slash Slash 9 8
0 3 16 26 95 75 Slash Slash 9 8

Frames:16-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 20 90 75 Slash Slash 6 6
0 1 16 20 90 75 Slash Slash 9 8
0 2 17 20 90 75 Slash Slash 9 8
0 3 16 20 90 75 Slash Slash 9 8

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 26, 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: 2, 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: 1, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 26, size: 4.69, 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: 2, 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: 2, set_id: 0, damage: Constant(17.0), trajectory: 75, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 26, 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: 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: 3, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 26, size: 3.13, x_offset: 0.0, y_offset: 3.81, z_offset: 6.2, 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. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(15.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 75, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 4.69, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 75, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 3.13, x_offset: 0.0, y_offset: 3.81, z_offset: -6.2, 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 })
  13. SyncWait(3.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(38.0)
  16. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 1.0, 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 })
  2. AsyncWait(2.0)
  3. 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 })
  4. AsyncWait(7.0)
  5. DeleteSwordGlow { fade_time: 1 }
  6. AsyncWait(13.0)
  7. 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 })
  8. AsyncWait(16.0)
  9. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.8, 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 })
  10. AsyncWait(20.0)
  11. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(3.0)
  3. Subroutine(0x29b84)
  4. SoundEffect1(168)
  5. SoundEffect1(494)
  6. SyncWait(12.0)
  7. SoundEffect1(168)
  8. SoundEffect1(495)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 1 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(16.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(35.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }