P+ - Donkey Kong - Subaction - SpecialN

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Stats

IASA: 45
Partially Intangible: 17-18
Hitboxes active: 17-21
Hitbox set 0 hits: 17
Subaction Index: 0x1e7

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 Shield Dmg Shieldstun Hitlag Targets
0 0 8 30 80 55 Normal Punch 2 5 5
0 1 8 30 80 361 Normal Punch 2 5 5
0 2 10 30 80 361 Normal Punch 2 6 6

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(8.0), trajectory: 55, wdsk: 0, kbg: 80, shield_damage: 2, bkb: 30, 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: 2, unk2: false, sound: Punch, 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(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 2, bkb: 30, size: 4.0, 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: 2, unk2: false, sound: Punch, 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(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 2, bkb: 30, size: 5.5, x_offset: 2.0, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AddHitBoxDamage { hitbox_id: 0, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  7. AddHitBoxDamage { hitbox_id: 1, add_damage: Variable(RandomAccessInt(ThrowDataParam2)) }
  8. SyncWait(2.0)
  9. UnchangeHurtBoxStateSpecific
  10. SyncWait(3.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(44.0)
  13. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 2, bone: 0, x_offset: 1.0, 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 })
  2. AsyncWait(2.0)
  3. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 160 }
  4. AsyncWait(3.0)
  5. SetColorOfFlashEffectOverlay { transition_time: 7, red: 255, green: 255, blue: 128, alpha: 0 }
  6. AsyncWait(8.0)
  7. RemoveFlashEffect
  8. AsyncWait(16.0)
  9. GraphicEffect(GraphicEffect { graphic: 40, 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, 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 })

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. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 5 }
  4. AsyncWait(17.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 13, unk2: 0 }
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }