P+ - King Dedede - Subaction - Attack12

| 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 |

Stats

IASA: 21
Hitboxes active: 7-8
Hitbox set 0 hits: 7
Subaction Index: 0x49

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 5 55 0 90 Normal Thwomp 0.2 4 4
0 1 5 55 0 90 Normal Thwomp 0.2 4 4
0 2 5 55 0 90 Normal Thwomp 0.2 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.76, unk: 0 }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. AsyncWait(10.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.2, 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: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 3.5, x_offset: -7.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.2, 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. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 55, size: 3.5, x_offset: -14.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.2, 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 })
  9. AsyncWait(11.0)
  10. SetAnimationFrame(12.0)
  11. AsyncWait(12.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(19.0)
  14. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  15. AsyncWait(24.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(1.0)

SFX

  1. AsyncWait(10.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(4), Value(57), Scalar(0.0), Scalar(0.0), Scalar(-3.5), Value(57), Scalar(5.8), 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(955)
  4. AsyncWait(16.0)
  5. DeleteSwordGlow { fade_time: 1 }

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }
  4. AsyncWait(10.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(26.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }