PM3.02 - Pit - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-3, 35-40
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 4-6, 9-11, 14-16, 19-21
Hitbox set 0 hits: 4, 9, 14, 19
Subaction Index: 0x62

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 WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 1 1 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 2 1 20 0 100 361 Slash Slash 0.75 0.8 2 2

Frames:9-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 1 1 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 2 1 20 0 100 361 Slash Slash 0.75 0.8 2 2

Frames:14-16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 1 1 20 0 100 361 Slash Slash 0.75 0.8 2 2
0 2 1 20 0 100 361 Slash Slash 0.75 0.8 2 2

Frames:19-21

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 3 40 100 361 Slash Unknown(24) MD 0.75 3 2

Scripts

Main

  1. Subroutine(0x1bf70)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(3.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, 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 })
    2. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 5.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, 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 })
    3. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: -5.4997334, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, 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 })
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
    6. SyncWait(2.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 6.88, x_offset: 0.0, y_offset: 7.52, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 2.75, unk: 0 }
  10. SyncWait(12.0)
  11. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  12. AsyncWait(44.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 2, 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. Goto(0x9019c168)

SFX

  1. AsyncWait(3.0)
  2. loop 4 times:
    1. SoundEffect1(654)
    2. SyncWait(5.0)

Other

  1. AsyncWait(3.0)
  2. RumbleLoop { unk1: 9, unk2: 30 }
  3. AsyncWait(5.0)
  4. 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: 0.0, z_offset: -0.75, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  5. 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: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  6. SyncWait(21.0)
  7. DeleteSwordGlow { fade_time: 1 }