P+ - Diddy Kong - Subaction - AttackAirF

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Stats

IASA: 39
Auto Cancel Window: 1-2, 34-61
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 6-14
Hitbox set 0 hits: 6
Subaction Index: 0x63

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 BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 10 100 361 Normal Kick 8 7
0 1 15 10 100 361 Normal Kick 8 7
0 2 15 10 100 361 Normal Kick 8 7

Frames:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 10 100 361 Normal Kick 6 6
0 1 11 10 100 361 Normal Kick 6 6
0 2 11 10 100 361 Normal Kick 6 6

Frames:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 11 10 100 361 Normal Kick 6 6
0 2 11 10 100 361 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.2, x_offset: 0.0, y_offset: 4.0, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.2, x_offset: 0.0, y_offset: 4.0, z_offset: 7.52, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, 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: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.5, x_offset: 0.0, y_offset: 4.0, z_offset: 11.28, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, 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(7.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.0, x_offset: 0.0, y_offset: 4.5, z_offset: 2.82, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.8, x_offset: 0.0, y_offset: 4.5, z_offset: 6.11, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.8, x_offset: 0.0, y_offset: 4.5, z_offset: 9.4, 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 })
  11. AsyncWait(9.0)
  12. DeleteHitBox(0)
  13. AsyncWait(14.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(33.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AsyncWait(38.0)
  18. AllowInterrupts
  19. AsyncWait(45.0)
  20. LedgeGrabEnable(EnableInFront)

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(5313)
    3. SoundEffect1(107)
    4. SoundEffect1(114)
    5. SoundEffect1(115)
    6. SyncWait(2.0)
    7. SyncWait(2.0)
    8. SyncWait(1.0)

    Other

    1. Subroutine(0x28890)
    2. AsyncWait(5.0)
    3. Rumble { unk1: 17, unk2: 0 }