PM3.6 - Pit - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-4, 33-37
Auto Cancel Lag: 4
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 9-13
Hitbox set 0 hits: 9
Subaction Index: 0x66

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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 35 99 75 Slash Slash 6 6
0 1 12 35 99 75 Slash Slash 7 6
0 2 12 35 99 75 Slash Slash 7 6

Frames:12-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 20 75 75 Slash Slash 6 6
0 1 12 40 50 300 Slash Slash 7 6
0 2 12 40 50 300 Slash Slash 7 6

Scripts

Main

  1. Subroutine(0x1bf70)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  3. AsyncWait(4.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(8.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 75, wdsk: 0, kbg: 99, shield_damage: 0, bkb: 35, size: 3.24, x_offset: 0.0, y_offset: 0.0, z_offset: 1.13, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 99, shield_damage: 0, bkb: 35, size: 3.24, x_offset: 1.5, y_offset: -1.0, z_offset: -1.24, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 99, shield_damage: 0, bkb: 35, size: 3.5, x_offset: 3.1, y_offset: -2.0, z_offset: -4.5, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(11.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 75, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 20, size: 3.24, x_offset: 0.0, y_offset: 0.0, z_offset: 1.13, 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: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 300, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 3.24, x_offset: 1.5, y_offset: -1.0, z_offset: -1.24, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 300, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 3.5, x_offset: 3.1, y_offset: -2.0, 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 })
  13. AsyncWait(13.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(32.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

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(6.0)
  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. AsyncWait(15.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(663)
  2. AsyncWait(8.0)
  3. SoundEffect1(652)
  4. Goto(0x9019c168)

Other

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