P+ - Donkey Kong - Subaction - SpecialAirN_1

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Stats

IASA: None
Partially Intangible: 17-18
Hitboxes active: 17-21
Hitbox set 0 hits: 17
Subaction Index: 0x1ed

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:17-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 23 40 72 55 Normal Kick 12 10
0 1 23 40 72 361 Normal Kick 12 10
0 2 25 40 72 361 Normal Kick 13 11

Scripts

Main

  1. AsyncWait(16.0)
  2. ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(23.0), trajectory: 55, wdsk: 0, kbg: 72, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(23.0), trajectory: 361, wdsk: 0, kbg: 72, shield_damage: 0, bkb: 40, size: 3.13, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(25.0), trajectory: 361, wdsk: 0, kbg: 72, shield_damage: 0, bkb: 40, size: 4.69, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. UnchangeHurtBoxStateSpecific
  8. SyncWait(3.0)
  9. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 2, bone: 0, x_offset: -2.0, y_offset: 4.0, z_offset: 4.0, x_rotation: 30.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. loop 3 times:
    1. SyncWait(4.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 30, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  3. AsyncWait(12.0)
  4. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 160 }
  5. AsyncWait(13.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 7, red: 255, green: 255, blue: 128, alpha: 0 }
  7. AsyncWait(16.0)
  8. RemoveFlashEffect
  9. AsyncWait(18.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 3, bone: 0, x_offset: -8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(16.0)
  2. SoundEffect1(1039)
  3. SoundEffect1(2794)
  4. SoundEffect1(2779)
  5. SoundEffect1(169)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(1.0)
  4. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 5 }
  5. AsyncWait(18.0)
  6. ScreenShake { magnitude: 1 }
  7. Rumble { unk1: 15, unk2: 0 }
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }