PM3.02 - Donkey Kong - Subaction - AttackDash

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Stats

IASA: 39
Hitboxes active: 9-20
Hitbox set 0 hits: 9
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:9-13

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 10 60 73 70 Normal Kick 1 6 6
0 1 10 60 73 70 Normal Kick 1 6 6

Frames:14-20

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 7 20 90 361 Normal Kick 1 5 5
0 1 7 20 90 361 Normal Kick 1 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. SoundEffect1(2794)
  3. SoundEffect1(1076)
  4. AsyncWait(8.0)
  5. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 60, size: 6.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 73, shield_damage: 1, bkb: 60, size: 2.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(5.0)
  9. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  10. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 1, bkb: 20, size: 4.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 1, bkb: 20, size: 2.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(20.0)
  13. Armor { armor_type: None, tolerance: 0.0 }
  14. DeleteAllHitBoxes
  15. AsyncWait(38.0)
  16. AllowInterrupts

GFX

  1. SetEdgeSlide(Unknown(2))
  2. AsyncWait(4.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 2.5, z_offset: 0.0, x_rotation: 80.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: true })
  4. GraphicEffect(GraphicEffect { graphic: 53, bone: 0, x_offset: 0.0, y_offset: 12.0, z_offset: 14.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, 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 })
  5. AsyncWait(6.0)
  6. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
  7. AsyncWait(8.0)
  8. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 75 }
  9. AsyncWait(9.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 2.5, z_offset: 0.0, x_rotation: 80.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.65, randomize: None, terminate_with_animation: true })
  11. AsyncWait(12.0)
  12. RemoveFlashEffect

SFX

  1. CreateInterrupt { interrupt_id: None, action: 0x127, requirement: (CharacterExists) }
  2. SetVelocity { x_vel: 0.75, y_vel: 0.0 }
  3. AsyncWait(4.0)
  4. SetVelocity { x_vel: 3.75, y_vel: 0.0 }
  5. AsyncWait(19.0)
  6. SetVelocity { x_vel: 1.1, y_vel: 0.0 }

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(4.0)
  3. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 6 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(22.0)
  7. EnableInterruptGroup(GroundJump)
  8. AsyncWait(25.0)
  9. SlopeContourStand { leg_bone_parent: 6 }