PM3.02 - Roy - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 13-17
Hitbox set 0 hits: 13
Subaction Index: 0x4e

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:13-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 70 47 110 Slash Slash 8 7
0 1 14 70 47 110 Slash Slash 8 7
0 2 14 70 47 110 Slash Slash 8 7
0 3 10 70 60 100 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(12.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 110, wdsk: 0, kbg: 47, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.4, 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: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 110, wdsk: 0, kbg: 47, shield_damage: 0, bkb: 70, size: 3.0, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 110, wdsk: 0, kbg: 47, shield_damage: 0, bkb: 70, size: 3.0, 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: 1, 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: 65, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(5.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(39.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  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(12.0)
  5. GraphicEffect(GraphicEffect { graphic: 40, 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: 1.0, 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 })
  6. AsyncWait(16.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(9771)
  3. SyncWait(28.0)
  4. SoundEffect1(222)
  5. SyncWait(6.0)
  6. SoundEffect1(225)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 17, unk2: 0 }