P+ - Diddy Kong - Subaction - AttackDash

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Stats

IASA: 39
Hitboxes active: 7-22
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 55 80 75 Normal Kick 6 5
0 1 9 55 80 75 Normal Kick 6 5
0 2 9 55 80 75 Normal Kick 6 5

Frames:12-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 35 80 90 Normal Punch 4 4
0 1 5 35 80 90 Normal Punch 4 4
0 2 5 35 80 90 Normal Punch 4 4

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 55, size: 3.3, x_offset: 0.0, y_offset: 0.75, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 55, size: 3.3, x_offset: 0.0, y_offset: -0.75093335, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 55, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(11.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 3.3, x_offset: 0.0, y_offset: 0.75, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 3.3, x_offset: 0.0, y_offset: -0.75093335, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(22.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(38.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, 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: 0.5, 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 })
  3. loop 18 times:
    1. SyncWait(1.0)
  4. LedgeGrabEnable(Disable)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(113)
  3. AsyncWait(5.0)
  4. AsyncWait(6.0)
  5. SoundVoiceLow
  6. SoundEffect1(5313)
  7. AsyncWait(16.0)
  8. AsyncWait(18.0)
  9. SoundEffect1(5233)
  10. AsyncWait(22.0)
  11. SoundEffect1(5234)
  12. AsyncWait(25.0)
  13. SoundEffect1(5233)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(37.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }