PM3.02 - Zelda - Subaction - AttackAirB

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Stats

IASA: 33
Auto Cancel Window: 1-4, 25-35
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x64

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 8 0 96 361 Normal Punch AP true 1 1 0 5 5
0 1 21 35 100 361 Electric Unknown(128) ADR false 1.4 0 16 11 13
0 2 8 0 96 361 Normal Punch AP true 1 1 0 5 5
0 3 17 30 105 361 Electric MagicZap AP false 1 1 0 9 8

Frames:6-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 0 96 361 Normal Punch 5 5
0 2 8 0 96 361 Normal Punch 5 5
0 3 15 30 105 361 Electric MagicZap 8 7

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 0, size: 3.125, x_offset: 0.0, y_offset: 2.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 0, size: 3.906, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(21.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 16, bkb: 35, size: 1.016, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDirReverse, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 5.08, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(1.0)
  8. DeleteHitBox(1)
  9. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 5.08, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(3.0)
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 1.375, unk: 0 }
  13. AsyncWait(30.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(41.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 20, 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: 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 5, bone: 20, 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: 0.9, 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 })
  4. Goto(0x9019c168)

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(112)
  3. SyncWait(2.0)
  4. SoundEffect1(3963)
  5. SoundEffect1(4062)
  6. Goto(0x22318)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 18, unk2: 0 }