PM3.02 - Zelda - Subaction - AttackAirF

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Stats

IASA: 36
Auto Cancel Window: 1-7, 25-39
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-11
Hitbox set 0 hits: 8
Subaction Index: 0x63

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:8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 8 0 100 361 Normal Punch AP true 1 1 0 5 5
0 1 22 30 93 35 Electric Unknown(128) AD false 1.4 0 20 11 14
0 2 8 0 100 361 Normal Punch AP true 1 1 0 5 5
0 3 18 25 100 40 Electric MagicZap AP false 1 1 0 10 8

Frames:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 0 100 361 Normal Punch 5 5
0 2 8 0 100 361 Normal Punch 5 5
0 3 16 25 100 40 Electric MagicZap 9 8

Scripts

Main

  1. AsyncWait(7.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, 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: 12, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, 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: 14, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 35, wdsk: 0, kbg: 93, shield_damage: 20, bkb: 30, 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: AttackerDir, 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: 14, hitbox_id: 3, set_id: 0, damage: Constant(18.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, 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: 14, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, 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: 1.3479, unk: 0 }
  13. AsyncWait(28.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(43.0)
  16. AllowInterrupts
  17. FrameSpeedModifier { multiplier: 2.0, unk: 0 }

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 14, 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: 14, 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(5.0)
  2. SoundEffect1(112)
  3. AsyncWait(7.0)
  4. SoundEffect1(3963)
  5. SoundEffect1(4062)
  6. Goto(0x22240)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 18, unk2: 0 }