P+ - Ganondorf - Subaction - SpecialNPunch
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Stats
IASA: |
117 |
Hitboxes active: |
70-76 |
Hitbox set 0 hits: |
70 |
Subaction Index: |
0x3 |
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:70-76
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
32 |
40 |
100 |
361 |
Darkness |
MagicZap |
AD |
1.5 |
16 |
20 |
|
0 |
1 |
30 |
40 |
100 |
361 |
Darkness |
MagicZap |
AD |
1.5 |
15 |
19 |
|
0 |
2 |
34 |
40 |
100 |
361 |
Darkness |
MagicZap |
AD |
1.5 |
17 |
21 |
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Scripts
Main
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.7143 }
- AsyncWait(10.0)
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.25 }
- Subroutine(0x62f0)
- AsyncWait(30.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
- FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
- AsyncWait(69.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(32.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 2.4, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Hand, 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 })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(30.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.3, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Hand, 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 })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(34.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.7, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Hand, 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 })
- AsyncWait(71.0)
- Armor { armor_type: None, tolerance: 0.0 }
- AsyncWait(76.0)
- DeleteAllHitBoxes
- AsyncWait(116.0)
- AllowInterrupts
GFX
- FlashEffectLight { red: 48, green: 0, blue: 128, alpha: 0, light_source_x: -70.0, light_source_y: 10.0 }
- SetColorOfFlashEffectLight { transition_time: 70, red: 48, green: 0, blue: 128, alpha: 160 }
- AsyncWait(5.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 3, bone: 3, x_offset: -2.0, y_offset: 12.5, 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 })
- AsyncWait(25.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 2, 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: 1.0, randomize: None, terminate_with_animation: true })
- Subroutine(0x29dd0)
- 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: 1.0, randomize: None, terminate_with_animation: false })
- 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: 1.2, 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 })
- loop 4 times:
- FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
- SyncWait(1.0)
- RemoveFlashEffect
- FlashEffectOverlay { red: 80, green: 0, blue: 180, alpha: 90 }
- SyncWait(1.0)
- RemoveFlashEffect
- SyncWait(1.0)
- FlashEffectLight { red: 64, green: 0, blue: 180, alpha: 200, light_source_x: -70.0, light_source_y: -10.0 }
- SetColorOfFlashEffectLight { transition_time: 40, red: 48, green: 0, blue: 128, alpha: 10 }
SFX
Other
- SlopeContourStand { leg_bone_parent: 6 }
- Rumble { unk1: 12, unk2: 0 }
- AsyncWait(1.0)
- SoundEffect1(1838)
- SoundEffect1(4756)
- AsyncWait(5.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
- AsyncWait(10.0)
- 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 })
- AsyncWait(55.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
- EndAestheticWindEffect { unk: 0 }
- AsyncWait(68.0)
- SoundEffect1(4757)
- SoundEffectTransient(1839)
- AsyncWait(69.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
- ScreenShake { magnitude: 2 }
- Rumble { unk1: 5, unk2: 0 }
- AsyncWait(70.0)
- AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 120.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 50.0, unk6: 30.0, unk7: 30.0, unk8: 0 })
- AsyncWait(100.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
- EndAestheticWindEffect { unk: 0 }