P+ - Donkey Kong - Subaction - AttackAirHi
            
            
            
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            Stats
            
                
                    | IASA: | 38 | 
                
                    | Auto Cancel Window: | 1-5, 14-45 | 
                
                    | Auto Cancel Lag: | 5 | 
                
                    | Landing Lag: | 25 | 
                
                    | Landing Lag (L-Cancel): | 12 | 
                
                    | Hitboxes active: | 6-9 | 
                
                    | Hitbox set 0 hits: | 6 | 
                
                    | Subaction Index: | 0x65 | 
            
            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:6-9
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 12 | 31 | 103 | 90 | Normal | Punch | 7 | 6 |            | 
                
             
            Scripts
            Main
            - AsyncWait(5.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 103, shield_damage: 0, bkb: 31, size: 7.81, x_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(4.0)
- DeleteAllHitBoxes
- AsyncWait(13.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
- AsyncWait(37.0)
- AllowInterrupts
GFX
            
SFX
            - SoundEffect1(8114)
- AsyncWait(5.0)
- SoundEffect1(2794)
- loop 6 times: - if (EnteringOrIsInHitLag) - IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
- SoundEffect1(59)
- SoundEffect1(83)
 
- SyncWait(1.0)
 
Other
            - AsyncWait(6.0)
- Rumble { unk1: 18, unk2: 0 }