P+ - Ganondorf - Subaction - SpecialLw

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Stats

IASA: None
Hitboxes active: 14-34
Hitbox set 0 hits: 14
Subaction Index: 0x1dc

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:14-34

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 17 60 76 361 Darkness MagicZap 10 9 8
0 1 17 60 76 361 Darkness MagicZap 10 9 8
0 2 17 60 76 361 Darkness MagicZap 10 9 8
0 3 17 60 76 361 Darkness MagicZap 10 9 8

Scripts

Main

  1. AsyncWait(13.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 76, shield_damage: 10, bkb: 60, size: 3.91, 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: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 76, shield_damage: 10, bkb: 60, size: 2.73, 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: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 76, shield_damage: 10, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 5.44, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 76, shield_damage: 10, bkb: 60, size: 3.5, x_offset: 0.0, y_offset: 6.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  6. SyncWait(1.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. AsyncWait(34.0)
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(13.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 4, bone: 15, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -20.0, y_rotation: 0.0, z_rotation: 15.0, scale: 1.1, randomize: None, terminate_with_animation: true })
  3. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(6.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(4718)
  3. SyncWait(12.0)
  4. SoundEffect1(4751)
  5. SoundEffect1(1842)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 30.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 40.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  3. AsyncWait(4.0)
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 4 }
  5. AsyncWait(14.0)
  6. ScreenShake { magnitude: 1 }
  7. Rumble { unk1: 5, unk2: 0 }