PM3.6 - Link - Subaction - AttackHi4

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Stats

IASA: 52
Hitboxes active: 5-10, 17-21, 30-35
Hitbox set 0 hits: 5, 17, 30
Subaction Index: 0x5d

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 WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 55 0 100 95 Slash Slash 3 4
0 1 4 55 0 100 98 Slash Slash 3 4
0 2 4 55 0 100 98 Slash Slash 3 4
0 3 4 55 0 100 98 Slash Slash 3 4

Frames:17-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 47 31 20 95 Slash Slash 3 3
0 1 3 47 31 20 98 Slash Slash 3 3
0 2 3 47 31 20 98 Slash Slash 3 3
0 3 3 47 31 20 98 Slash Slash 3 3

Frames:30-35

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 70 90 80 Slash Slash 6 6
0 1 10 70 90 90 Slash Slash 6 6
0 2 9 70 90 90 Slash Slash 6 5
0 3 9 70 90 90 Slash Slash 6 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 95, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 6.4, 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: 0, 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: 29, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 98, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 1.5, 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: 0, 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: 23, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 98, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, 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: 0, 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: 55, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 98, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 0, size: 1.95, 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: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(16.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 95, wdsk: 47, kbg: 20, shield_damage: 0, bkb: 31, size: 3.13, x_offset: 6.4, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 98, wdsk: 47, kbg: 20, shield_damage: 0, bkb: 31, size: 3.13, x_offset: 1.5, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 98, wdsk: 47, kbg: 20, shield_damage: 0, bkb: 31, size: 3.13, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 98, wdsk: 47, kbg: 20, shield_damage: 0, bkb: 31, size: 1.95, 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 })
  13. SyncWait(5.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(29.0)
  16. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 3.13, x_offset: 6.5, 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 })
  17. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 3.52, x_offset: 1.5, 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 })
  18. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 3.13, 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 })
  19. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 1.95, 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 })
  20. AsyncWait(35.0)
  21. DeleteAllHitBoxes
  22. AsyncWait(51.0)
  23. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 75, 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: 0.0, randomize: None, terminate_with_animation: true })
  2. GraphicEffect(GraphicEffect { graphic: 11, 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 })
  3. AsyncWait(2.0)
  4. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, 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 })
  5. AsyncWait(11.0)
  6. DeleteSwordGlow { fade_time: 1 }
  7. AsyncWait(16.0)
  8. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, 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 })
  9. AsyncWait(21.0)
  10. DeleteSwordGlow { fade_time: 1 }
  11. AsyncWait(28.0)
  12. SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, 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 })
  13. AsyncWait(36.0)
  14. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(4.0)
  3. Subroutine(0x29a74)
  4. SoundEffect1(496)
  5. AsyncWait(16.0)
  6. SoundEffect1(496)
  7. AsyncWait(29.0)
  8. Subroutine(0x29b84)
  9. SoundEffect1(494)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(16.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(27.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  8. AsyncWait(29.0)
  9. Rumble { unk1: 18, unk2: 0 }
  10. AsyncWait(45.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }