P+ - Diddy Kong - Subaction - Swing4Bat

| 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 |

Stats

IASA: None
Hitboxes active: 60-61
Hitbox set 0 hits: 60
Subaction Index: 0x12a

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:60-61

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 15 40 100 60 Normal Punch 20 8 7

Scripts

Main

  1. AsyncWait(59.0)
  2. Subroutine(External: gameAnimCmd_BatSwing4Common)
  3. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 46, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes

GFX

  1. Subroutine(External: effectAnimCmd_BatSwing4Common)

SFX

  1. AsyncWait(11.0)
  2. SoundEffect1(2124)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(42.0)
  3. SlopeContourStand { leg_bone_parent: 4 }
  4. AsyncWait(58.0)
  5. SlopeContourStand { leg_bone_parent: 2 }
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(83.0)
  8. SlopeContourStand { leg_bone_parent: 6 }