PM3.02 - Donkey Kong - Subaction - AttackLw3

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Stats

IASA: 23
Hitboxes active: 6-9
Hitbox set 0 hits: 6
Subaction Index: 0x55

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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 25 95 40 Normal Kick 6 5
0 1 9 25 95 40 Normal Kick 6 5
0 2 9 25 95 40 Normal Kick 6 5
0 3 9 25 95 40 Normal Kick 6 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 3.75, x_offset: -2.66, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 5.4, x_offset: -9.75, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 25, size: 3.75, x_offset: -8.0, 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 })
  6. AsyncWait(9.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(22.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(2794)
  3. Subroutine(0x2c260)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 18, unk2: 0 }