PM3.6 - Zelda - Subaction - SpecialAirHiStart

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 |

Stats

IASA: None
Fully Intangible: 33
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x1d8

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 BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 30 120 40 Slash Slash 3 4

Scripts

Main

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 6, bone: 0, x_offset: 0.0, y_offset: -4.9, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(6.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 40, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 9.6, x_offset: 0.0, y_offset: -1.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: false, direct: true, unk6: 0 })
  4. AsyncWait(9.0)
  5. DeleteAllHitBoxes
  6. LedgeGrabEnable(EnableInFrontAndBehind)
  7. AsyncWait(25.0)
  8. FloatVariableAdd { variable: RandomAccessFloat (0x801748), value: 1.25 }
  9. AsyncWait(32.0)
  10. ChangeHurtBoxStateAll { state: IntangibleFlashing }

GFX

  1. Goto(SpecialHiStart GFX 0xb9a0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(4037)
  3. SoundEffect1(1551)

Other