P+ - Zelda - Subaction - AttackLw3

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Stats

IASA: 25
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x55

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldable Shieldstun Hitlag Targets
0 0 10 30 55 270 Normal Burn true 6 6
0 1 10 30 55 80 Normal Burn false 6 6
0 2 11 30 55 270 Normal Burn false 6 6
0 3 11 30 55 270 Normal Burn false 6 6

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 30 55 270 Normal Punch 6 6
0 1 10 30 55 80 Normal Punch 6 6
0 2 11 30 55 270 Normal Punch 6 6
0 3 11 30 55 270 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 103, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 2.34, x_offset: 0.0, y_offset: -0.25, z_offset: 13.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 19, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 2.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.13, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.13, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 2.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 2.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.13, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 270, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 30, size: 3.13, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(8.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(24.0)
  14. if ((InternalConstantInt(PreviousAction) NotEqual scalar(41)))
    1. AllowInterrupts
  15. AsyncWait(29.0)
  16. AllowInterrupts

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(3958)
    3. SyncWait(3.0)
    4. SoundEffect1(4062)

    Other

    1. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
    2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
    3. AsyncWait(4.0)
    4. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
    5. Rumble { unk1: 17, unk2: 0 }
    6. AsyncWait(25.0)
    7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 8 }