P+ - Ganondorf - Subaction - AttackAirF

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Stats

IASA: 35
Auto Cancel Window: 1-6, 34-60
Auto Cancel Lag: 5
Landing Lag: 25
Landing Lag (L-Cancel): 12
Partially Intangible: 1-60
Hitboxes active: 14-19
Hitbox set 0 hits: 14
Subaction Index: 0x63

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:14-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 60 80 361 Darkness Burn 9 8
0 1 17 60 80 361 Normal Burn 9 8
0 2 17 60 80 361 Normal Burn 9 8

Scripts

Main

  1. ChangeHurtBoxStateSpecific { bone: 31, state: IntangibleFlashing }
  2. AsyncWait(6.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(13.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 5.0, 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: Darkness, unk1: false, sound_level: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 3.4, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 2.5, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(6.0)
  9. DeleteAllHitBoxes
  10. ChangeHurtBoxStateAll { state: Normal }
  11. AsyncWait(33.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(34.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 65, 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: 0.2, randomize: None, terminate_with_animation: true })
  3. AsyncWait(12.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 2, bone: 65, 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: 0.25, randomize: None, terminate_with_animation: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 5, bone: 65, 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: 0.5, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(13.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. SoundEffect1(4773)
  4. FlashEffectLight { red: 48, green: 0, blue: 128, alpha: 180, light_source_x: 75.0, light_source_y: 0.0 }
  5. SyncWait(6.0)
  6. SetColorOfFlashEffectLight { transition_time: 15, red: 48, green: 0, blue: 128, alpha: 0 }
  7. SyncWait(15.0)
  8. RemoveFlashEffect

Other

  1. AsyncWait(7.0)
  2. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 82, bone: 65, 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: 0.5, randomize: None, terminate_with_animation: false })
    2. SyncWait(1.0)