PM3.6 - Zelda - Subaction - SpecialAirHi

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Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1d9

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 40 120 50 Slash Slash false 3 4

Scripts

Main

  1. LedgeGrabEnable(EnableInFrontAndBehind)
  2. DisableMovement(DisableVertical)
  3. if (not(BoolIsTrue RandomAccessBool (0x1c)))
    1. Subroutine(0x26168)
  4. else
    1. SyncWait(2.0)
    2. DeleteAllHitBoxes
    3. AsyncWait(7.0)
    4. DisableMovement2(DisableVertical)
    5. AsyncWait(10.0)
    6. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    7. AsyncWait(25.0)
    8. SetAirGround(0)

    GFX

    1. Goto(SpecialHi GFX 0xba40)

    SFX

    1. AsyncWait(34.0)
    2. LedgeGrabEnable(EnableInFront)

    Other

    1. Rumble { unk1: 13, unk2: 0 }
    2. loop 8 times:
      1. FloatVariableSet { variable: RandomAccessFloat (0xa), value: InternalConstantInt(VerticalCharacterVelocity) }
      2. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -0.1 }
      3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      4. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(RandomAccessFloat(Address(10))) }
      5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      6. SyncWait(1.0)