PM3.02 - Diddy Kong - Subaction - AttackDashAir

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Stats

IASA: None
Hitboxes active: 7-8, 10-11, 13-14, 16-17, 19-22
Hitbox set 0 hits: 7, 10, 13, 16, 19
Subaction Index: 0x51

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. SetAirGround(0)
  2. CreateInterrupt { interrupt_id: None, action: 0x12b, requirement: (CharacterExists) }
  3. AsyncWait(6.0)
  4. SetVelocity { x_vel: 2.0999832, y_vel: 0.0 }
  5. 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)
  6. AsyncWait(18.0)
  7. 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 })
  8. 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 })
  9. 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 })
  10. 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 })
  11. AsyncWait(22.0)
  12. DeleteAllHitBoxes
  13. EnableInterruptGroup(AirJump)
  14. AsyncWait(29.0)
  15. SetVelocity { x_vel: 0.9, y_vel: 0.0 }
  16. AsyncWait(38.0)
  17. AllowInterrupts

GFX

  1. Goto(AttackDash GFX 0x257a8)

SFX

  1. Goto(AttackDash SFX 0xe598)

Other

  1. Goto(AttackDash Other 0x2b78)