P+ - Diddy Kong - Subaction - SpecialNBlow

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Stats

IASA: None
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d6

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. AddDamage(5.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 5, bkb: 55, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  3. AsyncWait(3.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(106.0)
  6. ArticleVisibility { article_id: 0, visibility: false }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 28, graphic: 6, 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: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(4.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 28, graphic: 7, bone: 34, 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: 1.0, randomize: None, terminate_with_animation: true })
  4. FlashEffectOverlay { red: 0, green: 0, blue: 0, alpha: 255 }
  5. SyncWait(6.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 30, red: 30, green: 0, blue: 0, alpha: 192 }
  7. SyncWait(30.0)
  8. FlashEffectOverlay { red: 30, green: 0, blue: 0, alpha: 192 }
  9. SyncWait(54.0)
  10. SetColorOfFlashEffectOverlay { transition_time: 15, red: 128, green: 0, blue: 0, alpha: 0 }
  11. SyncWait(15.0)
  12. RemoveFlashEffect

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 }