PM3.02 - Diddy Kong - Subaction - SpecialSStickJump

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Stats

IASA: None
Hitboxes active: 18-27
Hitbox set 0 hits: 18
Subaction Index: 0x1e0

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:18-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Freeze frame disable Shieldstun Hitlag Targets
0 0 5 30 40 361 Normal MagicZap MD 0.3 true 4 1

Scripts

Main

  1. LedgeGrabEnable(Disable)
  2. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(1.5), Scalar(0.0), Value(1)] }
  3. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  4. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 2, trajectory: 45, kbg: 50, wdsk: 0, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  5. AsyncWait(17.0)
  6. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: -2.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, unk5: false, flinchless: false })

GFX

    SFX

    1. AsyncWait(16.0)
    2. SoundEffect1(168)
    3. SoundEffect1(2127)

    Other

    1. AsyncWait(18.0)
    2. Rumble { unk1: 16, unk2: 0 }