P+ - Zelda - Subaction - AttackAirN

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Stats

IASA: 42
Auto Cancel Window: 1-5, 38-49
Auto Cancel Lag: 4
Landing Lag: 17
Landing Lag (L-Cancel): 8
Hitboxes active: 6-7, 10-11, 14-15, 18-19, 22-23, 26-27
Hitbox set 0 hits: 6, 10, 14, 18, 22, 26
Subaction Index: 0x62

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 160 Normal MagicZap false 0.5 2 3
0 1 2 55 0 155 Normal MagicZap false 0.5 2 3
0 2 2 64 0 110 Normal MagicZap false 0.5 2 3
0 3 2 50 0 250 Normal MagicZap false 0.5 2 3

Frames:10-11

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 160 Normal MagicZap false 0.5 2 3
0 1 2 55 0 155 Normal MagicZap false 0.5 2 3
0 2 2 64 0 110 Normal MagicZap false 0.5 2 3
0 3 2 50 0 250 Normal MagicZap false 0.5 2 3

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 160 Normal MagicZap false 0.5 2 3
0 1 2 55 0 155 Normal MagicZap false 0.5 2 3
0 2 2 64 0 110 Normal MagicZap false 0.5 2 3
0 3 2 50 0 250 Normal MagicZap false 0.5 2 3

Frames:18-19

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 160 Normal MagicZap false 0.5 2 3
0 1 2 55 0 155 Normal MagicZap false 0.5 2 3
0 2 2 64 0 110 Normal MagicZap false 0.5 2 3
0 3 2 50 0 250 Normal MagicZap false 0.5 2 3

Frames:22-23

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 55 0 160 Normal MagicZap false 0.5 2 3
0 1 2 55 0 155 Normal MagicZap false 0.5 2 3
0 2 2 64 0 110 Normal MagicZap false 0.5 2 3
0 3 2 50 0 250 Normal MagicZap false 0.5 2 3

Frames:26-27

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 5 15 175 361 Electric MagicZap 4 4

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  2. AsyncWait(5.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. BoolVariableSetTrue { variable: LongtermAccessBool (0x71) }
  5. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 160, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 3.25, x_offset: 0.0, y_offset: 9.25, z_offset: -6.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 155, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 3.25, x_offset: 0.0, y_offset: 7.38, z_offset: 6.93, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 64, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 99, 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: 0.3, 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 })
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 69, 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: 0.3, 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. SyncWait(2.0)
    8. DeleteAllHitBoxes
    9. SyncWait(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 175, shield_damage: 0, bkb: 15, size: 11.0, x_offset: 0.0, y_offset: 6.5, 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 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  10. AsyncWait(37.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(41.0)
  13. AllowInterrupts
  14. FrameSpeedModifier { multiplier: 1.1429, unk: 0 }

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 99, 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: 0.75, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, 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: 0.75, randomize: None, terminate_with_animation: true })
  4. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 69, 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: 0.3, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 99, 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: 0.3, 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 })
    3. SyncWait(3.0)
  5. AsyncWait(34.0)

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(4064)
  3. SyncWait(1.0)
  4. SoundEffect1(3983)
  5. loop 9 times:
    1. FlashEffectLight { red: 255, green: 255, blue: 69, alpha: 128, light_source_x: 77.0, light_source_y: 20.0 }
    2. SyncWait(2.0)
    3. FlashEffectLight { red: 255, green: 255, blue: 80, alpha: 149, light_source_x: 77.0, light_source_y: 20.0 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect

Other

  1. AsyncWait(5.0)
  2. RumbleLoop { unk1: 3, unk2: 25 }
  3. AsyncWait(14.0)
  4. SoundEffect1(4064)
  5. SyncWait(1.0)
  6. SoundEffect1(3983)
  7. SyncWait(10.0)
  8. SoundEffect1(4064)
  9. SyncWait(1.0)
  10. SoundEffect1(3983)
  11. SoundEffect1(3968)