PM3.02 - Diddy Kong - Subaction - AttackAirF

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Stats

IASA: 38
Auto Cancel Window: 1-2, 34-51
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 6-14
Hitbox set 0 hits: 6
Subaction Index: 0x63

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 10 100 25 Normal Kick 8 7
0 1 14 10 100 30 Normal Kick 8 7
0 2 13 10 100 30 Normal Kick 7 7

Frames:8-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 15 80 361 Normal Kick 5 5
0 1 7 15 80 361 Normal Kick 5 5
0 2 6 15 80 361 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.2, x_offset: 0.0, y_offset: 4.0, z_offset: 3.76, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.2, x_offset: 0.0, y_offset: 4.0, z_offset: 7.52, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 25, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.5, x_offset: 0.0, y_offset: 4.0, z_offset: 11.28, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(7.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 3.0, x_offset: 0.0, y_offset: 4.5, z_offset: 2.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 2.8, x_offset: 0.0, y_offset: 4.5, z_offset: 6.11, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 2.8, x_offset: 0.0, y_offset: 4.5, z_offset: 9.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(14.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(33.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(37.0)
  16. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(5313)
  4. SyncWait(2.0)
  5. SoundEffect1(107)
  6. SyncWait(2.0)
  7. SoundEffect1(115)
  8. SyncWait(1.0)
  9. SoundEffect1(114)

Other

  1. Subroutine(0x28890)
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. loop 4 times:
    1. if (EnteringOrIsInHitLag)
      1. DisableMovement(DisableVertical)
    2. SyncWait(1.0)
  5. AsyncWait(9.0)
  6. loop 2 times:
    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.1) }
    3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    4. SyncWait(1.0)