P+ - Zelda - Subaction - LandingAirN

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Stats

IASA: 18
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x67

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:1-2

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 40 0 100 280 Electric MagicZap false 3 3
0 1 3 40 0 100 280 Electric MagicZap false 3 3
0 2 3 40 0 100 280 Electric MagicZap false 3 3
0 3 3 40 0 100 280 Electric MagicZap false 3 3
0 4 3 40 0 100 280 Electric MagicZap false 3 3

Scripts

Main

  1. if (BoolIsTrue LongtermAccessBool (0x71))
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 280, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.0, z_offset: 8.0, 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: false, 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(3.0), trajectory: 280, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.0, z_offset: 4.0, 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: false, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 280, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.0, 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: false, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 280, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.0, z_offset: -4.0, 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: false, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(3.0), trajectory: 280, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.0, z_offset: -8.0, 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: false, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(2.0)
    7. DeleteAllHitBoxes
    8. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }

GFX

  1. if (BoolIsTrue LongtermAccessBool (0x71))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 0, x_offset: 8.0, y_offset: 1.0, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 0, x_offset: 3.25, y_offset: 1.0, 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 })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 0, x_offset: -1.5, y_offset: 1.0, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 0, x_offset: -6.25, y_offset: 1.0, 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 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 0, x_offset: -11.0, y_offset: 1.0, 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 })
    6. SoundEffect1(3963)
  2. else
    1. SyncWait(0.1)
    2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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(0.0)
  2. SoundEffectOther1(4020)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 22, unk2: 0 }
  3. AsyncWait(25.0)
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }