PM3.02 - Donkey Kong - Subaction - AttackS4S_1

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Stats

IASA: 41
Hitboxes active: 8-9
Hitbox set 0 hits: 8
Subaction Index: 0x58

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 20 30 94 361 Normal Punch 1 10 9
0 1 21 30 94 361 Normal Punch 1 11 9
0 2 19 18 100 361 Normal Punch 1 10 9
0 3 18 18 100 361 Normal Punch 1 10 8

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 94, shield_damage: 1, bkb: 30, size: 4.69, x_offset: 0.0, y_offset: 5.66, z_offset: 25.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(21.0), trajectory: 361, wdsk: 0, kbg: 94, shield_damage: 1, bkb: 30, size: 5.47, x_offset: 0.0, y_offset: 6.25, z_offset: 17.97, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(19.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 18, size: 3.33, x_offset: 0.0, y_offset: 6.25, z_offset: 11.72, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 18, size: 2.34, x_offset: 0.0, y_offset: 6.25, z_offset: 6.25, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(40.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 40, bone: 0, x_offset: 8.0, 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(1.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x29b08)
  4. SyncWait(4.0)
  5. SoundEffect1(2796)
  6. SyncWait(2.0)
  7. SoundEffectStop(2796)
  8. SoundEffect1(2709)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. ScreenShake { magnitude: 0 }
  4. AsyncWait(10.0)
  5. Rumble { unk1: 13, unk2: 0 }