P+ - Zelda - Subaction - Catch

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Stats

IASA: None
Hitboxes active: 7-8
Subaction Index: 0x6c

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 9.5, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 5.0, set_action: 61, target: AerialAndGrounded, unk: None })
  4. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  5. SyncWait(2.0)
  6. DeleteAllGrabBoxes
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, 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: 0.4, randomize: None, terminate_with_animation: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, 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: 1.0, randomize: None, terminate_with_animation: true })
  4. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 23, 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: None, terminate_with_animation: false })
    2. SyncWait(2.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 23, 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: 0.6, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(3967)

Other

  1. AsyncWait(5.0)
  2. FlashEffectLight { red: 244, green: 244, blue: 37, alpha: 144, light_source_x: 75.1, light_source_y: -8.0 }
  3. SetColorOfFlashEffectLight { transition_time: 4, red: 255, green: 255, blue: 37, alpha: 36 }
  4. SyncWait(5.0)
  5. FlashEffectLight { red: 244, green: 244, blue: 37, alpha: 96, light_source_x: 75.1, light_source_y: -8.0 }
  6. SetColorOfFlashEffectLight { transition_time: 8, red: 255, green: 255, blue: 53, alpha: 0 }
  7. SyncWait(8.0)
  8. RemoveFlashEffect