P+ - Ganondorf - Subaction - SpecialNTPunch

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Stats

IASA: 117
Direction Reverse Frames: 21
Hitboxes active: 70-76
Hitbox set 0 hits: 70
Subaction Index: 0x4

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 Hitlag Mult Shieldstun Hitlag Targets
0 0 35 40 100 361 Darkness Kick 1.5 17 21
0 1 33 40 100 361 Darkness Kick 1.5 16 20
0 2 37 40 100 361 Darkness Kick 1.5 18 22

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  2. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.25 }
  3. AsyncWait(20.0)
  4. ReverseDirection
  5. AsyncWait(27.5)
  6. Subroutine(0x62f0)
  7. AsyncWait(30.0)
  8. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  9. AsyncWait(41.5)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }
  11. AsyncWait(69.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(35.0), 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(33.0), 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(37.0), 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(71.0)
  16. Armor { armor_type: None, tolerance: 0.0 }
  17. AsyncWait(76.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(116.0)
  20. AllowInterrupts

GFX

  1. Goto(SpecialNPunch GFX 0x6978)

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(1838)
  3. SoundEffectStop(4756)
  4. SoundEffect1(1838)
  5. SoundEffect1(4756)
  6. SyncWait(67.0)
  7. SoundEffectStop(4757)
  8. SoundEffect1(4757)
  9. SoundEffect1(1839)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(2.0)
  4. 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 })
  5. AsyncWait(5.0)
  6. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  7. AsyncWait(55.0)
  8. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
  9. EndAestheticWindEffect { unk: 0 }
  10. AsyncWait(69.0)
  11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  12. ScreenShake { magnitude: 1 }
  13. Rumble { unk1: 5, unk2: 0 }
  14. AsyncWait(70.0)
  15. 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 })
  16. AsyncWait(100.0)
  17. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
  18. EndAestheticWindEffect { unk: 0 }