PM3.6 - Marth - Subaction - SpecialNEnd_1

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Stats

IASA: None
Hitboxes active: 5-10
Hitbox set 0 hits: 5
Subaction Index: 0x1d1

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 Clang Shield Dmg Shieldstun Hitlag Targets
0 0 28 30 100 361 Slash Burn false 60 14 12
0 1 28 30 100 361 Slash Burn false 60 14 12
0 2 28 34 100 361 Slash Slash false 60 14 12
0 3 28 40 100 361 Slash Burn false 60 14 12

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 30, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 0.8, 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: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 30, size: 2.73, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 34, size: 3.05, 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: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 60, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 0.0, z_offset: 7.31, 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: false, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(38.0)
  9. AllowInterrupts

GFX

  1. 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: 1.2, 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 })
  2. AsyncWait(1.0)
  3. SwordGlow(SwordGlow { color: 28, blur_length: 8, 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: 0, bone_id: 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, glow_length: 0.0 })
  4. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 18, graphic: 2, bone: 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, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    2. SyncWait(1.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 125, bone: 65, x_offset: 10.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  8. AsyncWait(14.0)
  9. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(1686)
  3. SoundEffect1(168)
  4. SoundEffect1(169)
  5. SoundEffect1(4392)
  6. AsyncWait(8.0)
  7. SoundEffect1(4428)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 19, unk2: 0 }
  3. AsyncWait(1.0)
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  5. AsyncWait(8.0)
  6. ScreenShake { magnitude: 1 }
  7. AsyncWait(24.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }