PM3.6 - Pit - Subaction - AttackAirF

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Stats

IASA: 33
Auto Cancel Window: 27-36
Auto Cancel Lag: 4
Landing Lag: 17
Landing Lag (L-Cancel): 8
Hitboxes active: 9-11
Hitbox set 0 hits: 9
Subaction Index: 0x63

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 0 90 361 Slash Slash 8 7

Frames:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 0 90 361 Slash Slash 8 7
0 1 13 0 90 361 Slash Slash 7 7
0 2 13 0 90 361 Slash Slash 7 7
0 3 13 0 90 361 Slash Slash 7 7
0 4 13 0 90 361 Slash Slash 7 7

Scripts

Main

  1. Subroutine(0x1bf70)
  2. AsyncWait(8.0)
  3. SoundEffect1(654)
  4. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 3.69, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 3.0, x_offset: -1.4976, y_offset: 0.5, z_offset: -4.501333, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 4, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.5, y_offset: 0.0, z_offset: -4.5, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(11.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(26.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(32.0)
  15. 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. AsyncWait(7.0)
  3. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 47, point1_x_offset: 0.8, point1_y_offset: 0.0, point1_z_offset: -0.75, point2_bone: 47, point2_x_offset: -1.85, point2_y_offset: 0.0, point2_z_offset: -8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  4. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 74, point1_x_offset: -0.8, point1_y_offset: 0.0, point1_z_offset: 0.75, point2_bone: 74, point2_x_offset: 1.85, point2_y_offset: 0.0, point2_z_offset: 8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 74, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  5. AsyncWait(12.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(663)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. Goto(0x9019c168)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. Subroutine(0x270a0)