PM3.6 - Zelda - Subaction - AttackAirB

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Stats

IASA: 33
Auto Cancel Window: 1-4, 26-35
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x64

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:5

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 8 0 95 361 Normal Punch true 0 5 5
0 1 8 0 95 361 Normal Punch true 0 5 5
0 2 18 30 105 361 Electric MagicZap false 9 10 8

Frames:6-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 0 95 361 Normal Punch true 5 5
0 1 8 0 95 361 Normal Punch true 5 5
0 2 15 30 105 361 Electric MagicZap false 8 7

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 0, size: 3.13, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 0, size: 3.91, x_offset: 0.0, y_offset: 0.25, 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. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 9, bkb: 30, 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 })
  6. SyncWait(1.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, 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: false, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(25.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(32.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 20, 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: 20, 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(4.0)
  2. SoundEffect1(112)
  3. SoundEffect1(3963)
  4. SoundEffect1(4062)
  5. Goto(0x22318)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 18, unk2: 0 }