P+ - Diddy Kong - Subaction - AttackAirLw
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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 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
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
- AsyncWait(9.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- 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 })
- 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 })
- AsyncWait(12.0)
- DeleteAllHitBoxes
- AsyncWait(33.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
- AsyncWait(5.0)
- 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
- AsyncWait(9.0)
- SoundEffect1(5313)
- SoundEffect1(5241)
- Subroutine(0x24758)
Other
- Subroutine(0x28890)
- AsyncWait(9.0)
- Rumble { unk1: 18, unk2: 0 }
- AsyncWait(14.0)
- loop 3 times:
- BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
- AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.1) }
- BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
- SyncWait(1.0)