P+ - King Dedede - Subaction - AttackDash

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Stats

IASA: 67
Hitboxes active: 26-35
Hitbox set 0 hits: 26
Subaction Index: 0x4e

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:26-29

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 16 35 95 35 Normal Thwomp false 3 9 8
0 1 14 35 95 35 Normal Thwomp false 3 8 7

Frames:30-35

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 10 35 95 35 Normal Thwomp false 3 6 6
0 1 10 35 95 35 Normal Thwomp false 3 6 6

Scripts

Main

  1. AsyncWait(7.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  3. AsyncWait(25.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 35, wdsk: 0, kbg: 95, shield_damage: 3, bkb: 35, size: 6.9, 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: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 35, wdsk: 0, kbg: 95, shield_damage: 3, bkb: 35, size: 5.0, x_offset: 0.0, y_offset: 2.9, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. Armor { armor_type: None, tolerance: 0.0 }
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 10 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 10 }
  10. AsyncWait(35.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(66.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 75 }
  3. GraphicEffect(GraphicEffect { graphic: 33, 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: 1.0, 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: true })
  4. AsyncWait(25.0)
  5. ScreenShake { magnitude: 1 }
  6. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, 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 })
  7. SyncWait(4.0)
  8. RemoveFlashEffect

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(1023)
  3. SyncWait(9.0)
  4. SoundEffect1(953)
  5. SyncWait(9.0)
  6. SoundEffectOther2(1008)
  7. SyncWait(20.0)
  8. SoundEffect1(997)
  9. SyncWait(20.0)
  10. SoundEffect1(999)
  11. SyncWait(6.0)
  12. SoundEffect1(997)

Other

  1. AsyncWait(10.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 15 }
  3. AsyncWait(25.0)
  4. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  5. AsyncWait(25.0)
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(60.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }