P+ - Donkey Kong - Subaction - AttackAirHi
|
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 |
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 }