P+ - Zelda - Subaction - AttackAirHi

| 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 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 |

Stats

IASA: 49
Auto Cancel Window: 1-13, 37-53
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 10-17
Hitbox set 0 hits: 10, 14
Subaction Index: 0x65

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 5 60 100 75 Electric MagicZap 4 4

Frames:14-17

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shield Dmg Shieldstun Hitlag Targets
0 0 17 32 105 90 Electric MagicZap false false 12 9 8
0 1 14 5 115 85 Electric Explosion false false 9 8 7

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 3.25, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
  3. AsyncWait(13.0)
  4. DeleteAllHitBoxes
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 105, shield_damage: 12, bkb: 32, size: 2.5, x_offset: 0.0, y_offset: 21.73, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: false, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 85, wdsk: 0, kbg: 115, shield_damage: 9, bkb: 5, size: 7.5, x_offset: 0.0, y_offset: 21.73, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: Explosion, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: false, unk6: 0 })
  8. SyncWait(1.0)
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(36.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. FrameSpeedModifier { multiplier: 1.12, unk: 0 }
  14. AsyncWait(49.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 0, x_offset: 1.5, y_offset: 22.73, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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 })
  3. FlashEffectLight { red: 80, green: 0, blue: 255, alpha: 188, light_source_x: 76.0, light_source_y: -80.0 }
  4. SetColorOfFlashEffectLight { transition_time: 3, red: 80, green: 0, blue: 255, alpha: 32 }
  5. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 60, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(1.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 7, bone: 2, 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 })
  7. FlashEffectLight { red: 255, green: 255, blue: 37, alpha: 149, light_source_x: 76.0, light_source_y: -80.0 }
  8. SetColorOfFlashEffectLight { transition_time: 17, red: 255, green: 255, blue: 0, alpha: 0 }
  9. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 60, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(1.0)
  10. AsyncWait(30.0)
  11. RemoveFlashEffect

SFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, x_offset: -0.25, y_offset: 0.3, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  3. AsyncWait(9.0)
  4. SoundEffect1(3968)
  5. SoundEffect1(3983)

Other

  1. AsyncWait(13.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 13, unk2: 0 }
  4. SoundEffect1(3962)
  5. SoundEffect1(3963)
  6. AsyncWait(19.0)