PM3.02 - Link - Subaction - AttackS4S2

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Stats

IASA: 50
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x59

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 18 30 100 65 Slash Slash 10 8
0 1 20 30 100 65 Slash Slash 10 9
0 2 20 30 100 65 Slash Slash 10 9
0 3 20 30 100 65 Slash Slash 10 9

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  2. AsyncWait(10.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.13, x_offset: 6.4, 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: 29, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(20.0), trajectory: 65, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(20.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, 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 })
  8. AsyncWait(11.0)
  9. SyncWait(4.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(50.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, 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. AsyncWait(8.0)
  4. 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 })
  5. AsyncWait(10.0)
  6. 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: 0.6, 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 })
  7. AsyncWait(14.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(10.0)
  3. Subroutine(0x29b84)
  4. SoundEffect1(168)
  5. SoundEffect1(494)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(10.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(46.0)
  6. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }