PM3.02 - Pit - Subaction - AttackAirHi

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Stats

IASA: 36
Auto Cancel Window: 1-4, 30-38
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 9-20
Hitbox set 0 hits: 9
Subaction Index: 0x65

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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 40 90 65 Slash Slash 8 7
0 1 12 40 90 65 Slash Slash 7 6
0 2 12 40 90 65 Slash Slash 7 6
0 3 12 40 90 65 Slash Slash 7 6

Frames:12-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 40 75 85 Slash Slash 6 6
0 1 9 40 75 85 Slash Slash 6 5
0 2 9 40 75 85 Slash Slash 6 5
0 3 9 40 75 85 Slash Slash 6 5

Scripts

Main

  1. Subroutine(0x1bf70)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(4.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(8.0)
  6. FrameSpeedModifier { multiplier: 1.75, unk: 0 }
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.75, x_offset: 0.0, y_offset: 9.624, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 17.98, z_offset: 1.0, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 15.852, z_offset: -4.9194665, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 15.852, z_offset: 6.92, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(13.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 85, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 3.75, x_offset: 0.0, y_offset: 9.624, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 85, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 17.98, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 85, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 15.852, z_offset: -4.9194665, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 85, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 3.94, x_offset: 0.0, y_offset: 15.852, z_offset: 6.92, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  16. AsyncWait(25.0)
  17. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  18. AsyncWait(27.0)
  19. DeleteAllHitBoxes
  20. AsyncWait(36.0)
  21. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  22. AsyncWait(42.0)
  23. AllowInterrupts
  24. Subroutine(0x270a0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 3, bone: 76, 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: None, terminate_with_animation: true })
  2. AsyncWait(7.0)
  3. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 76, point1_x_offset: 0.8, point1_y_offset: 0.0, point1_z_offset: -1.5, point2_bone: 76, point2_x_offset: -1.85, point2_y_offset: 0.0, point2_z_offset: -8.95, delete_after_subaction: true, graphic_id: 1572865, bone_id: 76, x_offset: 0.0, y_offset: 1.0, z_offset: -0.75, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  4. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  5. SyncWait(1.0)
  6. loop 2 times:
    1. SoundEffect1(654)
    2. SyncWait(7.0)
  7. SyncWait(30.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. SoundVoiceOttotto
  3. SoundEffect1(169)
  4. AsyncWait(10.0)
  5. RumbleLoop { unk1: 2, unk2: 20 }