P+ - King Dedede - Subaction - Attack11

| 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 | 32 | 33 | 34 | 35 | 36 | 37 |

Stats

IASA: 25
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x48

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:8-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 20 0 100 361 Normal Thwomp 4 4
0 1 6 25 0 100 361 Normal Thwomp 4 4
0 2 6 35 0 100 80 Normal Thwomp 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. AsyncWait(7.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 25, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -7.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -14.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(10.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(15.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(24.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(4), Value(56), Scalar(0.0), Scalar(0.0), Scalar(3.0), Value(56), Scalar(4.75), Scalar(0.0), Scalar(0.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(8.0)] }
  3. SoundEffect1(956)
  4. AsyncWait(10.0)
  5. AsyncWait(17.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)

Other

  1. AsyncWait(9.0)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(10.0)
  4. Rumble { unk1: 17, unk2: 0 }