P+ - Diddy Kong - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-9, 34-38
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 10-12
Hitbox set 0 hits: 10
Subaction Index: 0x66

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:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 30 80 270 Normal Punch 8 7
0 1 15 30 80 270 Normal Punch 8 7

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 1.55, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 5.0, x_offset: -5.5, y_offset: 0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(12.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(33.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 34, 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: 0.77, 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(9.0)
  2. SoundEffect1(5313)
  3. SoundEffect1(5241)
  4. Subroutine(0x24758)

Other

  1. Subroutine(0x28890)
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(14.0)
  5. loop 3 times:
    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.1) }
    3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    4. SyncWait(1.0)