PM3.02 - Zelda - Subaction - AttackAirLw

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Stats

IASA: 40
Auto Cancel Window: 40-43
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 14-17
Hitbox set 0 hits: 14
Subaction Index: 0x66

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:14

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 20 30 100 275 Electric MagicZap 1 18 10 9
0 1 18 50 117 275 Electric MagicZap 1 0 10 8
0 2 9 10 100 275 Normal Kick 0.5 0 6 5
0 3 8 0 80 275 Normal Kick 1 0 5 5

Frames:15-17

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 2 9 10 100 275 Normal Kick 0.5 6 5
0 3 8 0 80 275 Normal Kick 1 5 5

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(13.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 275, wdsk: 0, kbg: 100, shield_damage: 18, bkb: 30, size: 2.345, 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: 3, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 275, wdsk: 0, kbg: 117, shield_damage: 0, bkb: 50, size: 2.345, 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: false, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 275, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 275, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 0, size: 4.69, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(14.0)
  8. DeleteHitBox(0)
  9. DeleteHitBox(1)
  10. AsyncWait(17.0)
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 1.08, unk: 0 }
  13. AsyncWait(40.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AllowInterrupts

GFX

  1. AsyncWait(13.0)
  2. 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: 0.825, 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. Goto(0x9019c168)

SFX

  1. AsyncWait(11.0)
  2. SoundEffect1(112)
  3. AsyncWait(13.0)
  4. SoundEffect1(3963)
  5. SoundEffect1(4062)
  6. FlashEffectLight { red: 144, green: 112, blue: 255, alpha: 255, light_source_x: 74.0, light_source_y: 80.0 }
  7. Subroutine(0x22408)
  8. SetColorOfFlashEffectLight { transition_time: 16, red: 200, green: 96, blue: 232, alpha: 0 }
  9. AsyncWait(32.0)
  10. RemoveFlashEffect

Other

  1. AsyncWait(14.0)
  2. Rumble { unk1: 13, unk2: 0 }