P+ - Diddy Kong - Subaction - SpecialAirNBlow

| 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 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 |

Stats

IASA: None
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d7

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 20 55 100 60 Flame Unknown(64) AD 1.5 5 10 14

Scripts

Main

  1. Goto(SpecialNBlow Main 0x26948)

GFX

  1. Goto(SpecialNBlow GFX 0xd130)

SFX

  1. AsyncWait(0.0)
  2. SoundEffectTransient(5302)
  3. SoundEffectTransient(5301)

Other

  1. AsyncWait(0.0)
  2. ScreenShake { magnitude: 2 }
  3. Rumble { unk1: 5, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 6 }
  5. AsyncWait(2.0)
  6. SlopeContourStand { leg_bone_parent: 4 }
  7. AsyncWait(100.0)
  8. SlopeContourStand { leg_bone_parent: 6 }