P+ - Diddy Kong - Subaction - FinalAir

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Stats

IASA: None
Fully Intangible: 1-121
Hitboxes active: 1-121
Hitbox set 0 hits: 1
Subaction Index: 0x1f7

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:1-120

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Direct Rehit Rate Shieldstun Hitlag Targets
0 0 18 30 100 30 Flame Unknown(64) MD false false 90 10 8
0 1 18 30 100 30 Flame Unknown(64) MD false false 90 10 8

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: -5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 90, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: -5.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 90, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })

GFX

    SFX

      Other

      1. ItemVisibility(false)
      2. AsyncWait(1.0)
      3. RumbleLoop { unk1: 2, unk2: 0 }
      4. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
      5. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }
      6. Goto(FinalAir Other 0x7e18)