PM3.6 - Zelda - Subaction - SpecialHiStart

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Stats

IASA: None
Fully Intangible: 25
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x1d6

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:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 95 0 100 75 Slash Slash 3 4

Scripts

Main

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 0.5, 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: 75, wdsk: 95, kbg: 100, shield_damage: 0, bkb: 0, size: 9.6, 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: Slash, unk1: false, sound_level: 0, 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 }
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }

GFX

  1. FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 0 }
  2. SetColorOfFlashEffectOverlay { transition_time: 20, red: 0, green: 160, blue: 0, alpha: 150 }
  3. loop 4 times:
    1. FlashEffectOverlay { red: 0, green: 160, blue: 0, alpha: 160 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(4037)
  3. SyncWait(0.0)

Other