PM3.02 - Link - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-25
Hitboxes active: 27-29
Hitbox set 0 hits: 27
Subaction Index: 0xd7

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:27-29

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 70 50 361 Slash Slash 1 5 5
0 1 8 70 50 361 Slash Slash 1 5 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(25.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(26.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.13, x_offset: 8.1, 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: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.13, 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: false, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(42.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. AsyncWait(19.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 24, 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, 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(25.0)
  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(26.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 0.65, 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 })
  7. AsyncWait(29.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(450)
  3. SyncWait(18.0)
  4. SyncWait(4.0)
  5. SoundEffect1(58)

Other

  1. AsyncWait(22.0)
  2. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  3. AsyncWait(26.0)
  4. Rumble { unk1: 13, unk2: 0 }