P+ - Zelda - Subaction - AttackS3S

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Stats

IASA: 32
Hitboxes active: 10-16
Hitbox set 0 hits: 10
Subaction Index: 0x50

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:10-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 13 50 80 110 Slash Slash true 9 7 7
0 1 14 65 60 110 Slash Slash false 14 8 7
0 2 10 50 100 361 Normal Punch true 0 6 6
0 3 9 50 100 361 Normal Punch true 0 6 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.2223, unk: 0 }
  2. AsyncWait(11.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 9, bkb: 50, size: 3.0, x_offset: -0.75, 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: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 110, wdsk: 0, kbg: 60, shield_damage: 14, bkb: 65, size: 4.25, x_offset: 3.2, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 58, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 2.34, 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: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, 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: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(8.0)
  8. FrameSpeedModifier { multiplier: 1.6, unk: 0 }
  9. DeleteAllHitBoxes
  10. AsyncWait(43.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 3, x_offset: 0.75, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
  3. if ((InternalConstantInt(CharacterDirection) GreaterThanOrEqual scalar(0)))
    1. Goto(0x21608)
  4. Goto(0x218a8)

SFX

  1. SyncWait(4.0)
  2. AsyncWait(7.0)
  3. SoundEffect1(3958)
  4. SoundEffect1(3964)
  5. SoundEffect1(4064)
  6. Subroutine(0x27350)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(11.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(43.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }