P+ - Donkey Kong - Subaction - AttackAirF

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Stats

IASA: 49
Auto Cancel Window: 49-51
Auto Cancel Lag: 5
Landing Lag: 27
Landing Lag (L-Cancel): 13
Hitboxes active: 23-27
Hitbox set 0 hits: 23
Subaction Index: 0x63

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:23-24

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 17 20 100 361 Normal Kick 0 9 8
0 1 17 20 100 361 Normal Kick 0 9 8
0 2 17 20 100 361 Normal Kick 1 9 8
0 3 17 20 100 361 Normal Kick 1 9 8

Frames:25-27

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 17 50 73 279 Normal Kick 1 9 8
0 1 17 50 73 279 Normal Kick 1 9 8
0 2 17 50 73 361 Normal Punch 1 9 8
0 3 17 50 73 361 Normal Punch 1 9 8

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(22.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 7.5, x_offset: -7.4, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 7.5, x_offset: 7.4, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 20, size: 3.2, x_offset: -2.66, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 20, size: 3.2, x_offset: 2.66, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 279, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 50, size: 6.4, x_offset: -7.4, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 279, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 50, size: 6.4, x_offset: 7.4, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 50, size: 3.2, x_offset: -2.66, 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: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 50, size: 3.2, x_offset: 2.66, 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: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(48.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AllowInterrupts

GFX

    SFX

    1. AsyncWait(22.0)
    2. SoundEffect1(2796)
    3. SoundEffect1(2794)
    4. loop 6 times:
      1. if (EnteringOrIsInHitLag)
        1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
        2. ScreenShake { magnitude: 1 }
        3. SoundEffect1(2752)
        4. SyncWait(2.0)
      2. SyncWait(1.0)

    Other

    1. AsyncWait(23.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 30, x_offset: 2.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    3. Rumble { unk1: 19, unk2: 0 }