PM3.02 - Roy - Subaction - AttackAirHi

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Stats

IASA: 49
Auto Cancel Window: 1-4, 30-56
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 5-10
Hitbox set 0 hits: 5
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:5-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 30 40 80 Normal Kick 5 5
0 1 12 45 40 80 Slash Slash 7 6
0 2 12 45 40 80 Slash Slash 7 6
0 3 12 45 40 80 Slash Slash 7 6

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 45, size: 4.45, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, 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: 61, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 45, size: 4.0, x_offset: -2.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 45, size: 4.0, 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. AsyncWait(9.0)
  8. AsyncWait(10.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(29.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(48.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. SwordGlow(SwordGlow { color: 19, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, 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 })
  3. SwordGlow(SwordGlow { color: 19, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, bone_id: 65, 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 })
  4. AsyncWait(14.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(9770)
  3. Goto(0x9019c168)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }