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

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.7143 }
  2. AsyncWait(10.0)
  3. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  4. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.25 }
  5. Subroutine(0x62f0)
  6. AsyncWait(30.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  8. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  9. AsyncWait(69.0)
  10. 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 })
  11. 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 })
  12. 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 })
  13. AsyncWait(71.0)
  14. Armor { armor_type: None, tolerance: 0.0 }
  15. AsyncWait(76.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(116.0)
  18. AllowInterrupts

GFX

  1. FlashEffectLight { red: 48, green: 0, blue: 128, alpha: 0, light_source_x: -70.0, light_source_y: 10.0 }
  2. SetColorOfFlashEffectLight { transition_time: 70, red: 48, green: 0, blue: 128, alpha: 160 }
  3. AsyncWait(5.0)
  4. 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 })
  5. AsyncWait(25.0)
  6. 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 })
  7. Subroutine(0x29dd0)
  8. 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 })
  9. 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 })
  10. loop 4 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. RemoveFlashEffect
    4. FlashEffectOverlay { red: 80, green: 0, blue: 180, alpha: 90 }
    5. SyncWait(1.0)
    6. RemoveFlashEffect
    7. SyncWait(1.0)
  11. FlashEffectLight { red: 64, green: 0, blue: 180, alpha: 200, light_source_x: -70.0, light_source_y: -10.0 }
  12. SetColorOfFlashEffectLight { transition_time: 40, red: 48, green: 0, blue: 128, alpha: 10 }

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. Rumble { unk1: 12, unk2: 0 }
    3. AsyncWait(1.0)
    4. SoundEffect1(1838)
    5. SoundEffect1(4756)
    6. AsyncWait(5.0)
    7. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
    8. AsyncWait(10.0)
    9. 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 })
    10. AsyncWait(55.0)
    11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
    12. EndAestheticWindEffect { unk: 0 }
    13. AsyncWait(68.0)
    14. SoundEffect1(4757)
    15. SoundEffectTransient(1839)
    16. AsyncWait(69.0)
    17. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
    18. ScreenShake { magnitude: 2 }
    19. Rumble { unk1: 5, unk2: 0 }
    20. AsyncWait(70.0)
    21. 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 })
    22. AsyncWait(100.0)
    23. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
    24. EndAestheticWindEffect { unk: 0 }