PM3.6 - Zelda - Subaction - AttackDash

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Stats

IASA: 36
Hitboxes active: 6-17
Hitbox set 0 hits: 6
Subaction Index: 0x4e

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 70 70 88 Electric MagicZap true 7 7
0 1 9 50 70 361 Electric MagicZap false 6 5

Frames:9-17

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 20 80 88 Electric MagicZap true 5 5
0 1 7 20 80 361 Electric MagicZap false 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 88, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 3.91, x_offset: 0.0, y_offset: 0.99, 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: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 5.67, x_offset: 0.0, y_offset: 9.84, z_offset: 11.81, 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 })
  4. SyncWait(3.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 88, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 2.74, x_offset: 0.0, y_offset: 0.99, 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: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 3.91, x_offset: 0.0, y_offset: 10.34, 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: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(17.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(35.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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. AsyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 0, x_offset: 15.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  5. FlashEffectLight { red: 244, green: 216, blue: 244, alpha: 82, light_source_x: 75.1, light_source_y: -2.0 }
  6. AsyncWait(15.0)
  7. SetColorOfFlashEffectLight { transition_time: 6, red: 255, green: 200, blue: 232, alpha: 0 }
  8. AsyncWait(21.0)
  9. RemoveFlashEffect

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(3967)
  3. SoundEffect1(4062)
  4. SoundEffect1(3963)
  5. SoundEffect1(112)
  6. SoundEffect1(113)
  7. Goto(0x21c68)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 17, unk2: 0 }