PM3.02 - Zelda - Subaction - AttackHi4

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Stats

IASA: 49
Hitboxes active: 2, 4, 6, 8, 10, 12, 19, 21, 23, 25, 27, 29, 31
Hitbox set 0 hits: 2, 4, 6, 8, 10, 12, 19, 21, 23, 25, 27, 29, 31
Subaction Index: 0x5d

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:2

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:21

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:23

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:25

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:27

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:29

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 44 0 110 Electric Unknown(28) false 0.7 0.15 2 2
0 1 1 32 0 115 Electric Unknown(28) false 0.7 0.2 2 2
0 2 1 32 0 250 Electric Unknown(28) false 0.7 0.25 2 2
0 3 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2
0 4 1 50 0 180 Electric Unknown(28) false 0.7 0.25 2 2

Frame:31

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 43 207 90 Electric MagicZap 3 4
0 1 4 43 207 90 Electric MagicZap 3 4
0 2 4 43 207 90 Electric MagicZap 3 4
0 3 4 43 207 90 Electric MagicZap 3 4

Scripts

Main

  1. SyncWait(1.0)
  2. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 44, size: 2.65, x_offset: 0.0, y_offset: 11.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.15, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 4.25, x_offset: 0.0, y_offset: 12.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.2, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 3.25, x_offset: 0.0, y_offset: 17.75, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 15.875, z_offset: -4.8, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 15.875, z_offset: 4.8, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    6. SyncWait(1.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  3. AsyncWait(18.0)
  4. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 44, size: 2.65, x_offset: 0.0, y_offset: 11.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.15, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 4.25, x_offset: 0.0, y_offset: 12.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.2, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 3.25, x_offset: 0.0, y_offset: 17.75, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 15.875, z_offset: -4.8, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 15.875, z_offset: 4.8, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.25, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(28), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, direct: true, unk6: 0 })
    6. SyncWait(1.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 207, shield_damage: 0, bkb: 43, size: 5.322, x_offset: 0.0, y_offset: 12.27, 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: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 207, shield_damage: 0, bkb: 43, size: 4.422, x_offset: 0.0, y_offset: 18.735, 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: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 207, shield_damage: 0, bkb: 43, size: 4.772, x_offset: 0.0, y_offset: 16.86, z_offset: -4.8, 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: true, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 207, shield_damage: 0, bkb: 43, size: 4.772, x_offset: 0.0, y_offset: 16.86, z_offset: 4.8, 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: true, unk5: false, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(48.0)
  12. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 69, 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: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(1.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 3, bone: 0, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, randomize: None, terminate_with_animation: true })
  4. if ((InternalConstantInt(CharacterDirection) GreaterThanOrEqual scalar(0)))
    1. Subroutine(0x21ef0)
  5. else
    1. Subroutine(0x22038)
  6. AsyncWait(31.0)
  7. SetColorOfFlashEffectLight { transition_time: 7, red: 255, green: 184, blue: 224, alpha: 0 }
  8. AsyncWait(38.0)
  9. RemoveFlashEffect

SFX

  1. SoundEffectStop(105)
  2. SyncWait(1.0)
  3. SoundEffect1(4064)
  4. SoundEffect1(3964)
  5. SoundEffect1(3980)
  6. AsyncWait(3.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, bone: 0, 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 })
  8. AsyncWait(9.0)
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 69, 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: 1.0, randomize: None, terminate_with_animation: true })
  10. AsyncWait(12.0)
  11. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, 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: 1.0, 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 })
  12. AsyncWait(18.0)
  13. SoundEffect1(3965)
  14. SoundEffect1(3983)
  15. SoundEffect1(4064)
  16. AsyncWait(19.0)
  17. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 69, 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: 1.0, randomize: None, terminate_with_animation: true })

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 12, unk2: 0 }
  4. AsyncWait(24.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(45.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }