PM3.6 - Marth - Subaction - AttackHi4

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Stats

IASA: 42
Hitboxes active: 9-13
Hitbox set 0 hits: 9
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:9-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 8 100 0 100 75 Normal Punch false false 5 5
0 1 8 100 0 100 75 Normal Punch false false 5 5
0 2 15 0 30 80 90 Slash Slash true true 8 7
0 4 18 0 60 80 90 Slash Burn true true 10 8

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 4.3, x_offset: 0.0, y_offset: 7.64, z_offset: 6.29, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 4.3, x_offset: 0.0, y_offset: 7.64, z_offset: -6.29, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.69, x_offset: -3.3, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(18.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, 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(41.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. SwordGlow(SwordGlow { color: 9, blur_length: 3, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 1.6, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 10.7, delete_after_subaction: true, graphic_id: 1179649, 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: 0.95 })
  3. GraphicEffect(GraphicEffect { graphic: 41, 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 })
  4. AsyncWait(11.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x28104)
  4. SyncWait(1.0)
  5. SoundEffect1(4442)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 80.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 80 })
  5. AsyncWait(18.0)
  6. EndAestheticWindEffect { unk: 0 }