PM3.6 - Snake - Subaction - AttackS4S_1

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Stats

IASA: 39
Hitboxes active: 3-5, 14-16
Hitbox set 0 hits: 3, 14
Subaction Index: 0x58

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 55 0 50 Slash Slash 4 4
0 1 6 55 0 50 Slash Slash 4 4
0 2 6 55 0 50 Slash Slash 4 4

Frames:14-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 30 139 361 Slash Slash 5 5
0 1 8 30 139 361 Slash Slash 5 5
0 2 8 30 139 361 Slash Slash 5 5

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(2)] }
  2. AsyncWait(2.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, 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: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, 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: 1, 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: 57, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 4.8, x_offset: 0.0, y_offset: 3.5, z_offset: 0.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(13.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 139, shield_damage: 0, bkb: 30, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 139, shield_damage: 0, bkb: 30, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 139, shield_damage: 0, bkb: 30, 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 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(17.0)
  15. loop 16 times:
    1. if (ButtonPress value(0))
      1. IfStatementOr (BoolIsTrue RandomAccessBool(EnableFastFall))
      2. ChangeSubactionRestartFrame(AttackS4S2)
      3. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
    2. SyncWait(1.0)
  16. AsyncWait(38.0)
  17. AllowInterrupts
  18. AsyncWait(53.0)
  19. ArticleRemove(2)

GFX

  1. AsyncWait(1.0)
  2. 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 })
  3. AsyncWait(3.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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: false })
  5. AsyncWait(14.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, 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: false })
  7. AsyncWait(18.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6370)
  3. AsyncWait(13.0)
  4. SoundEffect1(6370)
  5. SoundEffect1(6370)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 17, unk2: 0 }