PM3.02 - Diddy Kong - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 7-8, 10-11, 13-14, 16-17, 19-22
Hitbox set 0 hits: 7, 10, 13, 16, 19
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:7-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 1 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 2 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 3 2 20 0 100 10 Normal Burn AD 0.5 2 3

Frames:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 1 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 2 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 3 2 20 0 100 10 Normal Burn AD 0.5 2 3

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 1 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 2 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 3 2 20 0 100 10 Normal Burn AD 0.5 2 3

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 1 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 2 2 20 0 100 10 Normal Burn AD 0.5 2 3
0 3 2 20 0 100 10 Normal Burn AD 0.5 2 3

Frames:19-22

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 4 50 80 361 Normal Burn AD 3 4
0 1 4 50 80 361 Normal Burn AD 3 4
0 2 4 50 80 361 Normal Burn AD 3 4
0 3 4 50 80 361 Normal Burn AD 3 4

Scripts

Main

  1. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (CharacterExists) }
  2. AsyncWait(6.0)
  3. loop 4 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 10, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 10, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 10, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 10, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  4. AsyncWait(18.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.8, 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: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.8, 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: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.8, 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: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 3.8, 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: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. AsyncWait(22.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(39.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. 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: 0.5, 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 })
  3. loop 18 times:
    1. if (ButtonPress value(3))
      1. if (ButtonPress value(0))
        1. ItemPickup { unk1: 0, unk2: None, unk3: None, unk4: None }
    2. SyncWait(1.0)
  4. LedgeGrabEnable(Disable)

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SoundEffect1(113)
  4. AsyncWait(5.0)
  5. SoundEffect1(113)
  6. AsyncWait(6.0)
  7. SoundEffect1(5313)
  8. AsyncWait(16.0)
  9. SoundEffect1(5311)
  10. AsyncWait(18.0)
  11. SoundEffect1(5309)
  12. AsyncWait(28.0)
  13. SoundEffect1(5311)
  14. AsyncWait(30.0)
  15. SoundEffect1(5309)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(37.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }