PM3.02 - Zelda - Subaction - AttackAirHi

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Stats

IASA: 49
Auto Cancel Window: 1-14, 37-53
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 10-17
Hitbox set 0 hits: 10, 14
Subaction Index: 0x65

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 2 5 64 75 85 Electric MagicZap 0.6 4 2

Frames:14-17

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shield Dmg Shieldstun Hitlag Targets
0 0 17 32 105 90 Flame Burn false false 20 9 8
0 1 14 5 115 85 Flame Explosion false false 12 8 7

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 85, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 64, size: 2.75, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.6, 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 })
  3. AsyncWait(13.0)
  4. DeleteAllHitBoxes
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 105, shield_damage: 20, bkb: 32, size: 2.5, x_offset: 0.0, y_offset: 21.73, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: false, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 85, wdsk: 0, kbg: 115, shield_damage: 12, bkb: 5, size: 7.5, x_offset: 0.0, y_offset: 21.73, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Explosion, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: false, unk6: 0 })
  7. SyncWait(1.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(36.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. FrameSpeedModifier { multiplier: 1.12, unk: 0 }
  14. AsyncWait(49.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 0, x_offset: 1.0, y_offset: 22.73, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 60, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(1.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 0, x_offset: 1.0, y_offset: 22.73, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, 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 })
  5. FlashEffectLight { red: 255, green: 144, blue: 160, alpha: 176, light_source_x: 76.0, light_source_y: -80.0 }
  6. SetColorOfFlashEffectLight { transition_time: 3, red: 255, green: 112, blue: 144, alpha: 88 }
  7. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 60, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(1.0)
  8. Subroutine(0x1e590)

SFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, x_offset: -0.25, y_offset: 0.3, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  3. AsyncWait(9.0)
  4. SoundEffect1(3968)
  5. SoundEffect1(3983)
  6. SyncWait(1.0)
  7. FlashEffectLight { red: 144, green: 112, blue: 255, alpha: 144, light_source_x: 76.0, light_source_y: -92.0 }
  8. SetColorOfFlashEffectLight { transition_time: 3, red: 160, green: 88, blue: 248, alpha: 96 }
  9. Goto(0x9019c168)

Other

  1. AsyncWait(12.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(13.0)
  5. SoundEffect1(3962)
  6. SoundEffect1(3963)
  7. AsyncWait(19.0)
  8. Goto(0x1e5e8)