P+ - Ganondorf - Subaction - SpecialAirLwEnd

| 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 |

Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1e1

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 80 35 80 Normal Kick false 5 5
0 1 8 80 35 80 Normal Kick false 5 5
0 2 8 80 35 80 Normal Kick false 5 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.875, unk: 0 }
  2. SetEdgeSlide(StayOn)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.5, x_offset: 0.0, y_offset: 3.2, z_offset: 9.5, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.8, x_offset: 0.0, y_offset: 3.2, z_offset: -9.5, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.8, x_offset: 0.0, y_offset: 3.2, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. SyncWait(20.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  12. AsyncWait(30.0)
  13. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 9, 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: false })

SFX

  1. SoundEffectStop(4751)
  2. SoundEffect1(4752)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 15, unk2: 0 }