P+ - Ganondorf - Subaction - AttackLw3

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Stats

IASA: 33
Hitboxes active: 9-11
Hitbox set 0 hits: 9
Subaction Index: 0x55

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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 100 80 Normal Kick 7 6
0 1 12 30 100 70 Normal Kick 7 6
0 2 12 30 100 60 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.125, unk: 0 }
  2. AsyncWait(9.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 8.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 5.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 2.0, y_offset: -3.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(12.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 2.2223, unk: 0 }
  10. AsyncWait(32.0)
  11. FrameSpeedModifier { multiplier: 1.09, unk: 0 }
  12. AsyncWait(44.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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: true })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(4771)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(28.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }