PM3.6 - Zelda - Subaction - Catch

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Stats

IASA: None
Hitboxes active: 8-9
Subaction Index: 0x6c

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.69, x_offset: 0.0, y_offset: 11.2, z_offset: 10.0, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 3.13, x_offset: 0.0, y_offset: 11.2, z_offset: 3.75, set_action: 61, target: AerialAndGrounded, unk: None })
  4. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  5. SyncWait(2.0)
  6. DeleteAllGrabBoxes
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(4.0)
  2. 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: 0.6, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, 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: 0.6, randomize: None, terminate_with_animation: true })
  4. loop 2 times:
    1. SyncWait(2.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 2, bone: 0, x_offset: 10.0, y_offset: 11.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.775, randomize: None, terminate_with_animation: false })
    3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(917505), Bool(false), Bool(false)] }

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(3967)

Other

  1. AsyncWait(6.0)
  2. FlashEffectLight { red: 244, green: 192, blue: 244, alpha: 52, light_source_x: 75.1, light_source_y: -8.0 }
  3. SetColorOfFlashEffectLight { transition_time: 4, red: 255, green: 192, blue: 232, alpha: 36 }
  4. SyncWait(5.0)
  5. FlashEffectLight { red: 244, green: 192, blue: 244, alpha: 52, light_source_x: 75.1, light_source_y: -8.0 }
  6. SetColorOfFlashEffectLight { transition_time: 8, red: 255, green: 184, blue: 232, alpha: 0 }
  7. SyncWait(8.0)
  8. RemoveFlashEffect