PM3.02 - Roy - Subaction - AttackLw3

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Stats

IASA: 20
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x55

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 90 40 80 Slash Slash 6 6
0 1 12 90 40 80 Slash Slash 7 6
0 2 12 90 40 80 Slash Slash 7 6
0 3 6 90 40 80 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.1, 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(12.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, size: 3.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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(6.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.5, 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(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(19.0)
  9. AllowInterrupts
  10. DisableInterruptGroup(GroundGuard)

GFX

  1. AsyncWait(5.0)
  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. GraphicEffect(GraphicEffect { graphic: 10, 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 })
  5. AsyncWait(11.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(9770)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 1 }
  3. AsyncWait(7.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(36.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 16 }