P+ - Diddy Kong - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 2, 8, 13, 15, 20, 23-27
Hitbox set 0 hits: 2, 8, 13, 15, 20, 23, 24, 25, 26, 27
Subaction Index: 0x4c

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:2

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Frame:8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Frame:13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Frame:15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Frame:20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Frames:23-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 1 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 2 2 8 0 100 60 Normal Kick 1.25 1.2 2 4
0 3 1 8 0 100 60 Normal Kick 1.3 1.2 2 4

Scripts

Main

  1. AsyncWait(1.0)
  2. Subroutine(0x12920)
  3. AsyncWait(7.0)
  4. Subroutine(0x12920)
  5. AsyncWait(12.0)
  6. Subroutine(0x12920)
  7. AsyncWait(14.0)
  8. Subroutine(0x12920)
  9. AsyncWait(19.0)
  10. Subroutine(0x12920)
  11. AsyncWait(22.0)
  12. Subroutine(0x12920)
  13. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  14. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }
  15. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
  16. Goto(Attack100 Main 0x129d8)

GFX

  1. loop Infinite times:
    1. SyncWait(5.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.2, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(5238)
  3. SyncWait(6.0)
  4. SoundEffect1(5238)
  5. SyncWait(5.0)
  6. SoundEffect1(5238)
  7. SyncWait(2.0)
  8. SoundEffect1(5238)
  9. SyncWait(5.0)
  10. SoundEffect1(5238)
  11. SyncWait(3.0)
  12. SoundEffect1(5238)
  13. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  14. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  15. Goto(Attack100 SFX 0xe4a0)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 20, unk2: 0 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 20, unk2: 0 }
  6. AsyncWait(13.0)
  7. Rumble { unk1: 20, unk2: 0 }
  8. AsyncWait(23.0)
  9. Rumble { unk1: 20, unk2: 0 }
  10. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  11. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  12. Goto(Attack100 Other 0x2a78)