P+ - Diddy Kong - Subaction - AttackAirN

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Stats

IASA: 37
Auto Cancel Window: 1-3, 30-42
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 4-18
Hitbox set 0 hits: 4
Subaction Index: 0x62

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 16 100 75 Normal Kick 7 7
0 1 13 16 100 75 Normal Kick 7 7
0 2 13 16 100 75 Normal Kick 7 7
0 3 13 16 100 75 Normal Kick 7 7

Frames:8-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 5 100 60 Normal Punch 6 5
0 1 9 5 100 60 Normal Punch 6 5
0 2 9 5 100 60 Normal Punch 6 5
0 3 9 5 100 60 Normal Punch 6 5

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 3.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 3.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 3.0, x_offset: 0.0, y_offset: 1.88, z_offset: 0.0, 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: 8, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 3.0, x_offset: 0.0, y_offset: -1.88, z_offset: 0.0, 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: 48, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 3.0, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 3.0, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 3.0, x_offset: 0.0, y_offset: 1.88, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 3.0, x_offset: 0.0, y_offset: -1.88, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(18.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(29.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(36.0)
  17. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 4.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 85.0, scale: 0.9, randomize: None, terminate_with_animation: true })
    3. SoundEffect1(5313)
    4. AsyncWait(6.0)
    5. SoundEffect1(111)
    6. AsyncWait(7.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 4.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 95.0, scale: 0.85, randomize: None, terminate_with_animation: true })
    8. AsyncWait(12.0)
    9. SoundEffect1(111)

    Other

    1. Subroutine(0x28890)
    2. AsyncWait(3.0)
    3. Rumble { unk1: 17, unk2: 0 }