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

  1. FrameSpeedModifier { multiplier: 1.3333167, unk: 0 }
  2. 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 })
  3. AsyncWait(6.0)
  4. 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 })
  5. AsyncWait(9.0)
  6. DeleteAllHitBoxes
  7. LedgeGrabEnable(EnableInFrontAndBehind)
  8. AsyncWait(25.0)
  9. FloatVariableAdd { variable: RandomAccessFloat (0x801748), value: 1.25 }
  10. AsyncWait(32.0)
  11. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }

GFX

  1. FlashEffectOverlay { red: 0, green: 0, blue: 0, alpha: 0 }
  2. SetColorOfFlashEffectOverlay { transition_time: 20, red: 64, green: 160, blue: 0, alpha: 117 }
  3. loop 2 times:
    1. SyncWait(5.0)
    2. 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 })
    3. 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 })
  4. AsyncWait(21.0)
  5. 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

  1. AsyncWait(0.0)
  2. SoundEffect1(4037)
  3. SyncWait(0.0)

Other