PM3.02 - Pit - Subaction - AttackS4S2

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Stats

IASA: None
Hitboxes active: 4-7
Hitbox set 1 hits: 4
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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 12 30 125 361 Slash Slash 7 6
1 1 12 30 125 361 Slash Slash 7 6
1 2 10 30 125 361 Slash Slash 6 6
1 3 10 30 125 361 Slash Slash 6 6

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 2 }
  2. AsyncWait(3.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 3, set_id: 1, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 30, size: 3.36, x_offset: 0.0, y_offset: -5.64, z_offset: -1.88, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 2, set_id: 1, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 30, size: 3.69, x_offset: 0.0, y_offset: -1.88, z_offset: -1.88, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 1, set_id: 1, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 30, size: 2.87, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 58, hitbox_id: 0, set_id: 1, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 30, size: 1.64, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes

GFX

  1. AsyncWait(3.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 4, point1_bone: 78, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: -1.5, point2_bone: 78, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: -8.95, delete_after_subaction: true, graphic_id: 1572865, bone_id: 78, x_offset: 0.0, y_offset: 0.0, z_offset: -0.75, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(4.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 15.0, y_offset: 9.0, 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 })
  5. AsyncWait(8.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(169)
  3. SoundEffect1(652)
  4. Subroutine(0x259c8)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 17, unk2: 0 }