P+ - Ganondorf - Subaction - AttackHi3

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Stats

IASA: 61
Partially Intangible: 22-28
Hitboxes active: 25-28
Hitbox set 0 hits: 25
Subaction Index: 0x54

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:25-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 22 50 78 361 Darkness Unknown(64) AD 25 11 10
0 1 22 50 78 361 Darkness Unknown(64) AD 25 11 10

Scripts

Main

  1. AsyncWait(4.0)
  2. AsyncWait(11.0)
  3. DeleteAllHitBoxes
  4. AsyncWait(14.0)
  5. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  6. AsyncWait(16.0)
  7. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  8. AsyncWait(22.0)
  9. ChangeHurtBoxStateSpecific { bone: 31, state: IntangibleFlashing }
  10. ChangeHurtBoxStateSpecific { bone: 9, state: IntangibleFlashing }
  11. AsyncWait(25.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 78, shield_damage: 25, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 3.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 78, shield_damage: 25, bkb: 50, size: 4.5, x_offset: 0.0, y_offset: -0.5, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  14. SyncWait(4.0)
  15. UnchangeHurtBoxStateSpecific
  16. DeleteAllHitBoxes
  17. AsyncWait(61.0)
  18. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 7, bone: 10, 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: 0.65, randomize: None, terminate_with_animation: true })
  3. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 82, bone: 10, 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: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 9, 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: 0.35, randomize: None, terminate_with_animation: false })
    3. SyncWait(1.0)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: 0.45, randomize: None, terminate_with_animation: false })
    5. SyncWait(1.0)
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: 2.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    7. SyncWait(1.0)
  4. AsyncWait(24.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, 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 })
  6. AsyncWait(25.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1376263), Bool(false), Bool(true)] }
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 8, bone: 69, x_offset: 4.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
  9. loop 6 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 24, bone: 0, x_offset: 0.0, y_offset: 4.0, z_offset: 7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: -1.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 9, 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: 0.4, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    4. SyncWait(1.0)

SFX

  1. AsyncWait(19.0)
  2. SoundVoiceLow
  3. AsyncWait(25.0)
  4. SoundEffect1(155)
  5. SoundEffect1(169)
  6. SoundEffect1(169)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(7.0)
  3. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 50, light_source_x: -70.0, light_source_y: -95.0 }
  4. AsyncWait(25.0)
  5. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 160, light_source_x: -70.0, light_source_y: 70.0 }
  6. SetColorOfFlashEffectLight { transition_time: 10, red: 100, green: 100, blue: 255, alpha: 0 }
  7. Rumble { unk1: 14, unk2: 0 }
  8. ScreenShake { magnitude: 1 }
  9. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 100.0, speed: 16.0, size: 15.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 50 })
  10. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }
  11. SyncWait(10.0)
  12. RemoveFlashEffect
  13. EndAestheticWindEffect { unk: 0 }