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
            - AsyncWait(5.0)
- ChangeHurtBoxStateSpecific { bone: 44, state: Normal }
- 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 })
- 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 })
- 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 })
- AsyncWait(11.0)
- DeleteAllHitBoxes
- UnchangeHurtBoxStateSpecific
- AsyncWait(35.0)
- AllowInterrupts
GFX
            
SFX
            - AsyncWait(5.0)
- SoundEffect1(2794)
- Subroutine(0x2c260)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(5.0)
- Rumble { unk1: 18, unk2: 0 }