PM3.02 - Donkey Kong - Subaction - AttackDashAir

| 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 |

Stats

IASA: None
Hitboxes active: 9-20
Hitbox set 0 hits: 9
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: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. Goto(AttackDash GFX 0x29e98)

SFX

  1. UnknownEvent { namespace: 0xc, code: 0x9, unk1: 0x0, arguments: [Bool(false)] }
  2. AsyncWait(4.0)
  3. SetVelocity { x_vel: 3.75, y_vel: 0.0 }
  4. AsyncWait(7.0)
  5. AsyncWait(10.0)
  6. AsyncWait(13.0)
  7. AsyncWait(17.0)
  8. AsyncWait(21.0)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 18, unk2: 0 }
  3. AsyncWait(22.0)
  4. EnableInterruptGroup(AirJump)