P+ - King Dedede - Subaction - AttackHi3

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Stats

IASA: 34
Partially Intangible: 7-17
Hitboxes active: 7-17
Hitbox set 0 hits: 7
Subaction Index: 0x54

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:7-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 120 96 Normal Kick 7 6
0 1 12 30 120 96 Normal Kick 7 6
0 2 12 30 120 96 Normal Kick 7 6

Scripts

Main

  1. AsyncWait(6.0)
  2. ChangeHurtBoxStateSpecific { bone: 38, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 27, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 28, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 29, state: IntangibleFlashing }
  6. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 96, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 5.7399836, x_offset: 0.0, y_offset: 6.579983, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 96, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 7.38, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 96, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 6.25, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(17.0)
  10. ChangeHurtBoxStateSpecific { bone: 27, state: Normal }
  11. ChangeHurtBoxStateSpecific { bone: 28, state: Normal }
  12. ChangeHurtBoxStateSpecific { bone: 29, state: Normal }
  13. ChangeHurtBoxStateSpecific { bone: 38, state: Normal }
  14. DeleteAllHitBoxes
  15. AsyncWait(33.0)
  16. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: false })

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(953)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 18, unk2: 0 }
  3. AsyncWait(28.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }