PM3.6 - Snake - Subaction - AttackS4S2

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Stats

IASA: 40
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x59

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 40 110 37 Slash Slash 4 7 6
0 1 12 40 110 37 Slash Slash 4 7 6
0 2 12 40 110 37 Slash Slash 4 7 6

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(2)] }
  2. AsyncWait(9.0)
  3. DeleteAllHitBoxes
  4. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 37, wdsk: 0, kbg: 110, shield_damage: 4, bkb: 40, size: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 37, wdsk: 0, kbg: 110, shield_damage: 4, bkb: 40, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 37, wdsk: 0, kbg: 110, shield_damage: 4, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 5.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(5.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(39.0)
  10. AllowInterrupts
  11. ArticleRemove(2)

GFX

  1. DeleteSwordGlow { fade_time: 1 }
  2. AsyncWait(6.0)
  3. SwordGlow(SwordGlow { color: 7, blur_length: 4, point1_bone: 57, point1_x_offset: 0.0, point1_y_offset: 1.0, point1_z_offset: 0.0, point2_bone: 57, point2_x_offset: 0.0, point2_y_offset: 6.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 57, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 57, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.85, 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 })
  5. AsyncWait(9.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 13, bone: 0, x_offset: 4.0, 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 })
  7. AsyncWait(16.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceLow
  3. SoundEffect1(6369)
  4. SoundEffect1(6369)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 17, unk2: 0 }