P+ - Diddy Kong - Subaction - AttackHi3

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Stats

IASA: 31
Hitboxes active: 6-13
Hitbox set 0 hits: 6
Subaction Index: 0x54

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:6-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 40 110 100 Normal Punch 5 5
0 1 8 40 110 100 Normal Punch 5 5
0 2 8 40 110 100 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 100, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 3.55, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 100, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 3.55, x_offset: 1.034, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 100, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 3.55, x_offset: 5.17, 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 })
  5. AsyncWait(13.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(30.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.75, 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(5.0)
  2. SoundEffect1(5315)
  3. SyncWait(13.0)
  4. SoundEffect1(5233)
  5. SyncWait(5.0)
  6. SoundEffect1(5234)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(6.0)
  5. SlopeContourStand { leg_bone_parent: 0 }
  6. AsyncWait(16.0)
  7. SlopeContourStand { leg_bone_parent: 4 }
  8. AsyncWait(18.0)
  9. SlopeContourStand { leg_bone_parent: 6 }