PM3.02 - Diddy Kong - Subaction - AttackHi4

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Stats

IASA: 42
Hitboxes active: 2-6, 9-13, 16-22
Hitbox set 0 hits: 2, 9, 16
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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 30 0 100 361 Normal Burn AD 0.5 0.4 3 1
0 1 3 50 0 100 105 Normal Punch AP 0.5 0.4 3 1
0 2 3 50 0 100 105 Normal Punch AP 0.5 0.4 3 1

Frames:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 30 0 100 235 Normal Punch 0.5 0.4 3 1
0 1 3 50 0 100 105 Normal Punch 0.5 0.4 3 1
0 2 3 50 0 100 105 Normal Punch 0.5 0.4 3 1

Frames:9-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 30 0 100 235 Normal Punch 0.5 0.4 3 1
0 1 3 50 0 100 105 Normal Punch 0.5 0.4 3 1
0 2 3 50 0 100 105 Normal Punch 0.5 0.4 3 1

Frames:16-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 70 100 90 Normal Punch 6 5
0 1 9 70 100 90 Normal Punch 6 5
0 2 9 70 100 90 Normal Punch 6 5

Frames:18-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 70 100 90 Normal Punch 6 5
0 1 9 70 100 90 Normal Punch 6 5

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -5.000533, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 105, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 105, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(3.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 235, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -5.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(8.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 235, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 5.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 105, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 0.94, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 105, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.4, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(13.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(15.0)
  16. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 3.5, x_offset: 0.0, y_offset: -5.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 3.28, x_offset: 0.0, y_offset: -0.94, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  18. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 4.3, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  19. AsyncWait(17.0)
  20. DeleteHitBox(2)
  21. AsyncWait(22.0)
  22. DeleteAllHitBoxes
  23. AsyncWait(41.0)
  24. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 41, 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: true })
  2. AsyncWait(41.0)
  3. 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: 0.75, 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(191)
  3. Subroutine(0x24758)
  4. SoundEffect1(168)
  5. SyncWait(0.0)
  6. SoundEffect1(5315)
  7. SyncWait(1.0)
  8. SoundEffect1(5260)
  9. SyncWait(5.0)
  10. SoundEffect1(5313)
  11. SyncWait(7.0)
  12. SoundEffect1(5313)
  13. SyncWait(20.0)
  14. SoundEffect1(5309)
  15. SyncWait(6.0)
  16. SoundEffect1(5311)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(10.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(39.0)
  9. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  10. AsyncWait(49.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }