P+ - Zelda - Subaction - SpecialHiStart
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 6-7 | 
                
                    | Hitbox set 0 hits: | 6 | 
                
                    | Subaction Index: | 0x1d6 | 
            
            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:6-7
            
                
                    
                        
                            | Set | ID | Dmg | WDSK | BKB | KBG | Angle | Effect | Sound | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 4 | 95 | 0 | 100 | 75 | Slash | Slash | 3 | 4 |            | 
                
             
            Scripts
            Main
            - FrameSpeedModifier { multiplier: 1.3333167, unk: 0 }
- ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 0.5, 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 })
- AsyncWait(6.0)
- CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 75, wdsk: 95, kbg: 100, shield_damage: 0, bkb: 0, size: 9.6, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
- AsyncWait(9.0)
- DeleteAllHitBoxes
- LedgeGrabEnable(EnableInFrontAndBehind)
- AsyncWait(25.0)
- FloatVariableAdd { variable: RandomAccessFloat (0x801748), value: 1.25 }
- AsyncWait(32.0)
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
GFX
            - FlashEffectOverlay { red: 0, green: 0, blue: 0, alpha: 0 }
- SetColorOfFlashEffectOverlay { transition_time: 20, red: 64, green: 160, blue: 0, alpha: 117 }
- loop 2 times: - SyncWait(5.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 2, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 30.0, scale: 0.9, 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 })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 28, bone: 10, 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: 1.5, randomize: None, terminate_with_animation: false })
 
- AsyncWait(21.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 45.0, 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
            - AsyncWait(0.0)
- SoundEffect1(4037)
- SyncWait(0.0)
Other