Brawl - Zelda - Subaction - SpecialHiStart
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1 |
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4 |
5 |
6 |
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8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
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20 |
21 |
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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
- AsyncWait(10.0)
- 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 })
- AsyncWait(12.0)
- DeleteAllHitBoxes
- AsyncWait(33.0)
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
GFX
- 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 })
- FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 0 }
- SetColorOfFlashEffectOverlay { transition_time: 20, red: 0, green: 160, blue: 0, alpha: 150 }
- loop 4 times:
- FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 160 }
- SyncWait(2.0)
- RemoveFlashEffect
- SyncWait(1.0)
SFX
- AsyncWait(1.0)
- SoundEffect1(4037)
Other