PM3.6 - Zelda - Subaction - SpecialN

| 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 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 |

Stats

IASA: None
Fully Intangible: 4-12
Hitboxes active: 12, 15, 18, 21, 24, 27
Hitbox set 0 hits: 12, 15, 18, 21, 24, 27
Subaction Index: 0x1ce

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 1 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 2 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 3 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 4 2 24 0 180 Slash Unknown(24) false 0.7 0.5 2 2

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 1 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 2 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 3 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 4 2 24 0 180 Slash Unknown(24) false 0.7 0.5 2 2

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 1 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 2 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 3 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 4 2 24 0 180 Slash Unknown(24) false 0.7 0.5 2 2

Frame:21

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 1 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 2 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 3 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 4 2 24 0 180 Slash Unknown(24) false 0.7 0.5 2 2

Frame:24

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 1 2 32 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 2 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 3 1 42 0 180 Slash Unknown(24) false 0.7 0.5 2 2
0 4 2 24 0 180 Slash Unknown(24) false 0.7 0.5 2 2

Frame:27

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 4 50 130 361 Slash Unknown(24) AP false 3 4
0 1 4 50 130 361 Slash Unknown(24) AP false 3 4
0 2 4 50 130 361 Slash Unknown(24) AD false 3 4
0 3 4 50 130 361 Slash Unknown(24) AP false 3 4
0 4 4 50 130 361 Slash Unknown(24) AP false 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  4. AsyncWait(11.0)
  5. loop 5 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 4.55, x_offset: 0.0, y_offset: 7.38, z_offset: -8.7, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 32, size: 4.55, x_offset: 0.0, y_offset: 7.38, z_offset: 8.7, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 42, size: 3.2, x_offset: 0.0, y_offset: 7.38, z_offset: 14.7, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 42, size: 3.2, x_offset: 0.0, y_offset: 7.38, z_offset: -14.7, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 180, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 24, size: 7.0, x_offset: 0.0, y_offset: 7.38, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    6. SyncWait(1.0)
    7. DeleteAllHitBoxes
    8. ChangeHurtBoxStateAll { state: Normal }
    9. SyncWait(2.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 7.38, z_offset: 15.55, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 7.38, z_offset: -15.55, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 8.15, x_offset: 0.0, y_offset: 7.38, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 5.3, x_offset: 0.0, y_offset: 7.38, z_offset: 9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 50, size: 5.3, x_offset: 0.0, y_offset: 7.38, z_offset: -9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: false, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: false, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. SyncWait(1.0)
  12. DeleteAllHitBoxes
  13. SyncWait(3.0)
  14. if (not(OnGround))
    1. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (OnGround) }
  15. AsyncWait(41.0)
  16. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 8, bone: 0, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, randomize: None, terminate_with_animation: true })
  2. AsyncWait(8.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, 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: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 0.6, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  5. AsyncWait(10.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 9, 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: 1.0, randomize: None, terminate_with_animation: true })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 9, 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: 1.0, randomize: None, terminate_with_animation: true })
  8. AsyncWait(15.0)
  9. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.0, 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 })
  10. loop 6 times:
    1. FlashEffectLight { red: 60, green: 60, blue: 255, alpha: 200, light_source_x: 75.0, light_source_y: -70.0 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(2.0)
  11. AsyncWait(41.0)
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, 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: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(1536)
  3. SoundEffect1(4047)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. RumbleLoop { unk1: 13, unk2: 0 }
  4. AsyncWait(13.0)
  5. SlopeContourStand { leg_bone_parent: 2 }
  6. AsyncWait(60.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 5 }