P+ - Diddy Kong - Subaction - Attack11
            
            
            
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                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 |
            
            
                
                
                
                
                
            
            
                
                
            
            
                
                
            
            
                
                
            
            
                
                
            
            Stats
            
                
                    | IASA: | 
                    
                    17 | 
                
                
                    | Hitboxes active: | 
                    
                    3-4 | 
                
                
                    | Hitbox set 0 hits: | 
                    
                    3 | 
                
                
                    | Subaction Index: | 
                    
                    0x48 | 
                
            
            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:3-4
            
                
                    
                        
                            | Set | 
                            ID | 
                            Dmg | 
                            WDSK | 
                            BKB | 
                            KBG | 
                            Angle | 
                            Effect | 
                            Sound | 
                            Shieldstun | 
                            Hitlag | 
                            Targets | 
                        
                    
                    
                        
                            
                            | 0 | 
                            0 | 
                            3 | 
                            20 | 
                            0 | 
                            100 | 
                            80 | 
                            Normal | 
                            Punch | 
                            3 | 
                            3 | 
                                        | 
                        
                            
                            | 0 | 
                            1 | 
                            3 | 
                            20 | 
                            0 | 
                            100 | 
                            80 | 
                            Normal | 
                            Punch | 
                            3 | 
                            3 | 
                                        | 
                        
                            
                            | 0 | 
                            2 | 
                            3 | 
                            20 | 
                            0 | 
                            100 | 
                            80 | 
                            Normal | 
                            Punch | 
                            3 | 
                            3 | 
                                        | 
                    
                
             
            Scripts
            Main
            - AsyncWait(2.0)
 - BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
 - CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: -4.7, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
 - CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
 - CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 1.41, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
 - AsyncWait(4.0)
 - DeleteAllHitBoxes
 - AsyncWait(5.0)
 - BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
 - AsyncWait(16.0)
 - AllowInterrupts
 
            GFX
            - AsyncWait(2.0)
 
            SFX
            - AsyncWait(2.0)
 - SoundEffect1(5316)
 
            Other
            - SlopeContourStand { leg_bone_parent: 6 }
 - AsyncWait(2.0)
 - Rumble { unk1: 16, unk2: 0 }