P+ - King Dedede - Subaction - AttackHi4

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Stats

IASA: 53
Hitboxes active: 13-19
Hitbox set 0 hits: 13
Subaction Index: 0x5d

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:13-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 20 40 83 80 Normal Thwomp false 10 9
0 1 20 40 83 80 Normal Thwomp false 10 9
0 2 20 40 83 80 Normal Thwomp false 10 9
0 3 17 40 84 80 Normal Thwomp false 9 8

Scripts

Main

  1. AsyncWait(12.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 40, size: 5.75, 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: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 40, size: 4.0, x_offset: -6.0, 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: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(20.0), trajectory: 80, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 40, size: 4.0, x_offset: -12.0, 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: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 84, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: -1.0, 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: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(19.0)
  7. DeleteAllHitBoxes
  8. FrameSpeedModifier { multiplier: 1.28, unk: 0 }
  9. AsyncWait(60.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(11.0)
  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. AsyncWait(12.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  5. 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 })
  6. AsyncWait(22.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(10.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x2a958)
  4. SyncWait(2.0)
  5. SoundEffect1(953)
  6. SoundEffect1(954)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 4 }
  4. AsyncWait(14.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(58.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }