PM3.02 - Donkey Kong - Subaction - AttackAirN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 |

Stats

IASA: 37
Auto Cancel Window: 1-6, 37-42
Auto Cancel Lag: 5
Landing Lag: 24
Landing Lag (L-Cancel): 12
Partially Intangible: 7-42
Hitboxes active: 7-24
Hitbox set 0 hits: 7
Subaction Index: 0x62

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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 20 100 361 Normal Kick 8 7
0 1 15 20 100 361 Normal Kick 8 7
0 2 15 20 100 361 Normal Kick 8 7

Frames:11-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 10 100 50 Normal Kick 6 6
0 1 10 10 100 50 Normal Kick 6 6
0 2 10 10 100 50 Normal Kick 6 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.401, unk: 0 }
  2. AsyncWait(8.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. ChangeHurtBoxStateSpecific { bone: 44, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 21, state: IntangibleFlashing }
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  7. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 6.0, x_offset: -3.99, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 3.99, 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: 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: 5, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 7.0, x_offset: 0.0, y_offset: 0.78, z_offset: 3.32, 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 })
  10. SyncWait(4.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: -5.99, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 5.99, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 0.78, z_offset: 3.32, 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 })
  14. SyncWait(4.0)
  15. ChangeHurtBoxStateAll { state: Normal }
  16. AsyncWait(26.0)
  17. DeleteAllHitBoxes
  18. AsyncWait(38.0)
  19. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  20. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 20.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  3. SoundEffect1(2794)
  4. Subroutine(0x2c430)
  5. AsyncWait(12.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 15.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 20.0, scale: 1.7, randomize: None, terminate_with_animation: true })
  7. SyncWait(4.0)
  8. SoundEffect1(2794)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 18, unk2: 0 }