PM3.6 - Roy - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 9
Hitboxes active: 9-19, 21
Hitbox set 0 hits: 9, 10, 12, 14, 16, 18, 21
Subaction Index: 0x1e8

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 WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 5 200 0 100 84 Flame Burn false 1.5 4 6
0 1 5 200 0 100 84 Flame Burn false 1.5 4 6
0 2 5 200 0 100 84 Flame Burn false 1.5 4 6
0 3 3 80 0 100 361 Flame Burn false 1.5 3 5

Frames:10-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 160 0 100 84 Flame Burn false 0.5 2 3
0 1 2 160 0 100 84 Flame Burn false 0.5 2 3
0 2 2 160 0 100 84 Flame Burn false 0.5 2 3

Frames:16-19

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 100 0 100 84 Flame Burn false 0.5 2 3
0 1 2 100 0 100 84 Flame Burn false 0.5 2 3
0 2 2 100 0 100 84 Flame Burn false 0.5 2 3

Frame:21

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 4 40 130 60 Flame Unknown(64) AD false 3 4
0 1 4 40 130 60 Flame Unknown(64) AD false 3 4
0 2 4 40 130 60 Flame Unknown(64) AD false 3 4

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-0.12825) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  4. LedgeGrabEnable(Disable)
  5. AsyncWait(8.0)
  6. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 84, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 84, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 84, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: 0.0, y_offset: 0.0, z_offset: 6.5, tripping_rate: 0.0, hitlag_mult: 1.5, 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: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: true, direct: true, unk6: 0 })
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  13. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan value(0)))
    1. Posture(3)
    2. Posture(4)
  14. SyncWait(1.0)
  15. ChangeHurtBoxStateAll { state: Normal }
  16. DeleteAllHitBoxes
  17. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 160, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 160, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 160, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
  18. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 84, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
  19. SyncWait(1.0)
  20. DeleteAllHitBoxes
  21. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 60, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 40, size: 5.5, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  22. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 60, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  23. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 60, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  24. SyncWait(1.0)
  25. DeleteAllHitBoxes
  26. LedgeGrabEnable(EnableInFrontAndBehind)
  27. AsyncWait(26.0)
  28. FloatVariableSet { variable: RandomAccessFloat (0x401), value: 0 }
  29. FloatVariableSet { variable: RandomAccessFloat (0x402), value: 0 }
  30. loop Infinite times:
    1. if ((InternalConstantInt(VerticalCharacterVelocity) LessThan scalar(0)))
      1. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
    2. if ((RandomAccessFloat (0x401) NotEqual scalar(0)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x401), value: 0 }
      2. FloatVariableSet { variable: RandomAccessFloat (0x402), value: 0 }
      3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(7))), y_vel: Constant(0.0) }
      5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    3. FloatVariableSet { variable: RandomAccessFloat (0x7), value: InternalConstantInt(HorizontalCharacterVelocity) }
    4. SyncWait(1.0)

GFX

  1. AsyncWait(8.0)
  2. SwordGlow(SwordGlow { color: 20, blur_length: 10, 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 })
  3. SwordGlow(SwordGlow { color: 20, blur_length: 10, 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 })
  4. 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 })
  5. 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: 1.1, randomize: None, terminate_with_animation: true })
  6. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 222, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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 })
    3. SyncWait(1.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(false), Bool(true)] }
  8. loop 9 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 222, 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: 0.8, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 65, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 9.0, 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 })
    3. SyncWait(1.0)
  9. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffect1(4404)
  2. AsyncWait(8.0)
  3. SoundEffect1(4417)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }