P+ - Donkey Kong - Subaction - Catch

| 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 |

Stats

IASA: None
Hitboxes active: 7-8
Subaction Index: 0x6c

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  2. AsyncWait(7.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 5.6, z_offset: 15.5, set_action: 61, target: AerialAndGrounded, unk: None })
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 5.6, z_offset: 11.0, set_action: 61, target: AerialAndGrounded, unk: None })
  6. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 5.6, z_offset: 6.5, set_action: 61, target: AerialAndGrounded, unk: None })
  7. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  8. SyncWait(2.0)
  9. DeleteAllGrabBoxes
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  11. AsyncWait(28.0)
  12. FrameSpeedModifier { multiplier: 0.5, unk: 0 }

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(2712)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }