P+ - Diddy Kong - Subaction - AttackAirB

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Stats

IASA: 29
Auto Cancel Window: 1-2, 24-47
Auto Cancel Lag: 4
Landing Lag: 16
Landing Lag (L-Cancel): 8
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x64

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:5-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 15 95 361 Normal Kick 6 6
0 1 12 15 95 361 Normal Kick 7 6
0 2 12 15 95 361 Normal Kick 7 6

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 15, size: 3.0, x_offset: 0.0, y_offset: 0.94, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 15, size: 3.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 15, size: 4.199983, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(8.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(23.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(28.0)
  12. AllowInterrupts
  13. AsyncWait(35.0)
  14. LedgeGrabEnable(EnableInFront)

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundEffect1(5313)
    3. SoundEffect1(107)
    4. SoundEffect1(114)
    5. SyncWait(2.0)
    6. SyncWait(1.0)

    Other

    1. Subroutine(0x28890)
    2. AsyncWait(4.0)
    3. Rumble { unk1: 17, unk2: 0 }