PM3.6 - Roy - Subaction - AttackAirN

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Stats

IASA: 49
Auto Cancel Window: 1-5, 35-50
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 6-11, 13-25
Hitbox set 0 hits: 6, 13
Subaction Index: 0x62

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:6-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 30 40 100 Slash Slash 3 4
0 1 4 30 40 100 Slash Slash 3 4
0 2 4 30 40 100 Slash Slash 3 4
0 3 4 30 40 90 Normal Kick 3 4

Frames:13-25

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 50 80 361 Flame Burn false 6 6
0 1 10 50 80 361 Flame Burn false 6 6
0 2 10 50 80 361 Flame Burn false 6 6
0 3 10 50 80 361 Flame Burn false 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 0.0, y_offset: 0.0, z_offset: 2.2, 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: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, 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: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 2.34, 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: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(11.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(12.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 2.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, 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: Flame, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 2.34, 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: Flame, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, 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 })
  14. AsyncWait(25.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(34.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  18. AsyncWait(48.0)
  19. 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(4.0)
  3. SwordGlow(SwordGlow { color: 19, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, 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: 1.0 })
  4. SwordGlow(SwordGlow { color: 19, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, 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: 1.0 })
  5. AsyncWait(9.0)
  6. AsyncWait(12.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 115, bone: 65, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  8. SwordGlow(SwordGlow { color: 20, blur_length: 6, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 2.79, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.75, delete_after_subaction: true, graphic_id: 14548993, 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: 1.0 })
  9. SwordGlow(SwordGlow { color: 20, blur_length: 6, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 14548993, 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: 1.0 })
  10. AsyncWait(25.0)
  11. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(false), Bool(true)] }
  12. AsyncWait(26.0)
  13. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(4442)
  3. Goto(0x9019c168)
  4. SyncWait(7.0)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(8.0)
  4. SoundEffect1(58)
  5. AsyncWait(16.0)
  6. Rumble { unk1: 0, unk2: 0 }