Brawl - Zelda - Subaction - SpecialHiStart

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 |

Stats

IASA: None
Fully Intangible: 34
Hitboxes active: 11-12
Hitbox set 0 hits: 11
Subaction Index: 0x1d6

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:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 40 100 80 Slash Slash 4 5

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 10.56, 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: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  3. AsyncWait(12.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(33.0)
  6. ChangeHurtBoxStateAll { state: IntangibleFlashing }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 6, 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, randomize: None, terminate_with_animation: false })
  2. FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 0 }
  3. SetColorOfFlashEffectOverlay { transition_time: 20, red: 0, green: 160, blue: 0, alpha: 150 }
  4. loop 4 times:
    1. FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 160 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(4037)

Other