P+ - Ganondorf - Subaction - AttackDash

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Stats

IASA: 38
Hitboxes active: 7-18
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 15 60 80 105 Normal Punch 1 8 7

Frames:10-15

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 10 45 60 100 Normal Punch 1 6 6

Frames:16-18

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 45 60 100 Normal Punch 1 5 5

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool (0x37) }
  2. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  3. AsyncWait(3.0)
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x37) }
  5. AsyncWait(6.0)
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  7. AsyncWait(9.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 105, wdsk: 0, kbg: 80, shield_damage: 1, bkb: 60, size: 5.86, x_offset: 0.0, y_offset: 9.0, z_offset: 4.0, 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: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 1, bkb: 45, size: 3.13, x_offset: 0.0, y_offset: 9.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(6.0)
  12. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
  13. SyncWait(3.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(40.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.7, 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: true })

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(4771)
  3. SyncWait(2.0)
  4. SoundEffect1(113)

Other

  1. AsyncWait(10.0)
  2. Rumble { unk1: 18, unk2: 0 }
  3. AsyncWait(30.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }