P+ - Donkey Kong - Subaction - AttackHi3

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Stats

IASA: 36
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x54

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:6-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 40 105 100 Normal Punch 6 5
0 1 10 40 110 100 Normal Punch 6 6
0 2 11 40 115 100 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateSpecific { bone: 44, state: Normal }
  3. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 100, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.0, x_offset: -5.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 100, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 3.75, x_offset: -4.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 100, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 40, size: 4.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(11.0)
  7. DeleteAllHitBoxes
  8. UnchangeHurtBoxStateSpecific
  9. AsyncWait(35.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(2794)
    3. Subroutine(0x2c260)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(5.0)
    3. Rumble { unk1: 18, unk2: 0 }