P+ - Zelda - Subaction - SpecialAirHi

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 |

Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1d9

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 40 120 50 Slash Slash false 3 4

Scripts

Main

  1. LedgeGrabEnable(EnableInFrontAndBehind)
  2. DisableMovement(DisableVertical)
  3. Subroutine(0x1eb08)
  4. if (not(BoolIsTrue RandomAccessBool (0x1c)))
    1. Subroutine(0x62e8)
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(7.0)
  8. DisableMovement2(DisableVertical)
  9. AsyncWait(10.0)
  10. RemoveFlashEffect
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(25.0)
  13. SetAirGround(0)

GFX

  1. Goto(SpecialHi GFX 0xba40)

SFX

  1. AsyncWait(34.0)
  2. LedgeGrabEnable(EnableInFront)

Other

  1. Rumble { unk1: 13, unk2: 0 }
  2. loop 8 times:
    1. FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -0.1 }
    3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    4. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(RandomAccessFloat(Address(10))) }
    5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    6. SyncWait(1.0)