PM3.02 - Zelda - Subaction - CatchAttack

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Stats

IASA: None
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x70

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:7-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 4 40 0 100 80 Electric Unknown(128) AD false true 3 4

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 10.83, z_offset: 9.84, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: false, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. SyncWait(3.0)
  4. DeleteAllHitBoxes
  5. FrameSpeedModifier { multiplier: 0.9375, unk: 0 }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 9, bone: 99, x_offset: 0.0, y_offset: -0.5, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 9, bone: 69, x_offset: 0.0, y_offset: 0.5, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 12, unk2: 0 }