P+ - Donkey Kong - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 3-5
Hitboxes active: 3-5, 19-58
Hitbox set 0 hits: 3, 19, 27, 35, 43, 51
Subaction Index: 0x1f0

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 60 100 361 Normal Punch 1 7 6
0 1 12 60 100 361 Normal Punch 1 7 6

Frames:19-34

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 70 45 Normal Punch 1 4 4
0 1 5 50 70 45 Normal Punch 1 4 4
0 2 5 50 70 45 Normal Punch 1 4 4

Frames:35-58

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 90 45 Normal Punch 3 3
0 1 3 10 90 45 Normal Punch 3 3
0 2 3 10 90 45 Normal Punch 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan value(0)))
    1. Posture(3)
    2. Posture(4)
  3. AsyncWait(2.0)
  4. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 60, size: 6.25, x_offset: 6.66, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 60, size: 6.25, x_offset: -6.66, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(5.0)
  8. DeleteAllHitBoxes
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(18.0)
  11. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 50, size: 5.47, x_offset: 6.66, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 50, size: 5.47, x_offset: -6.66, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 50, size: 4.69, x_offset: 0.0, y_offset: -3.34, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(8.0)
    5. DeleteAllHitBoxes
  12. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.3, x_offset: 6.66, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.3, x_offset: -6.66, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 2.34, x_offset: 0.0, y_offset: -3.34, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(8.0)
    5. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, 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: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  2. AsyncWait(15.0)
  3. loop 4 times:
    1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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: 1.1, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.25, randomize: None, terminate_with_animation: true })
    3. SyncWait(4.0)
    4. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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: 1.1, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.25, randomize: None, terminate_with_animation: true })
    6. SyncWait(4.0)

SFX

    Other

    1. RumbleLoop { unk1: 3, unk2: 60 }
    2. AsyncWait(49.0)
    3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    4. AsyncWait(80.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }