P+ - Ganondorf - Subaction - AttackS4S

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 |

Stats

IASA: 46
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 22 40 90 65 Darkness Burn 11 10
0 1 22 40 90 65 Darkness Burn 11 10

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 4.25, x_offset: 2.0, y_offset: 0.0, z_offset: -2.0, 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: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.52, 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: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(6.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(45.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 1, bone: 41, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(1864)
  4. SoundEffect1(168)
  5. SoundEffect1(4772)
  6. 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: true })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 5, bone: 41, 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: 0.0, randomize: None, terminate_with_animation: true })
  8. AsyncWait(19.0)
  9. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1376257), Bool(false), Bool(false)] }

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: 75.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 50.0, unk6: 30.0, unk7: 30.0, unk8: 50 })
  4. Rumble { unk1: 18, unk2: 0 }
  5. FlashEffectLight { red: 48, green: 0, blue: 128, alpha: 255, light_source_x: 75.0, light_source_y: 0.0 }
  6. SyncWait(10.0)
  7. SetColorOfFlashEffectLight { transition_time: 16, red: 48, green: 0, blue: 128, alpha: 0 }
  8. SyncWait(16.0)
  9. RemoveFlashEffect
  10. EndAestheticWindEffect { unk: 0 }