PM3.02 - Ganondorf - 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 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |

Stats

IASA: 45
Auto Cancel Window: 1-3, 22-60
Auto Cancel Lag: 5
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 7-12, 20-25
Hitbox set 0 hits: 7, 20
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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 60 Normal Kick 7 6
0 1 12 20 100 65 Normal Kick 7 6
0 2 12 20 100 70 Normal Kick 7 6

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 20 100 60 Normal Kick 5 5
0 1 7 20 100 65 Normal Kick 5 5
0 2 7 20 100 70 Normal Kick 5 5

Frames:20-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 50 100 55 Normal Kick 7 6
0 1 12 50 100 55 Normal Kick 7 6
0 2 12 50 100 55 Normal Kick 7 6

Frames:23-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 50 100 55 Normal Kick 5 5
0 1 7 50 100 55 Normal Kick 5 5
0 2 7 50 100 55 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(6.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 6.33, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.69, x_offset: 0.0, y_offset: 3.38, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.08, 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 })
  7. SyncWait(3.0)
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 7 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 7 }
  10. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  11. SyncWait(3.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(19.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.52, x_offset: 0.0, y_offset: -4.22, 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 })
  15. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 4.69, x_offset: 0.0, y_offset: -2.95, 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 })
  16. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.08, 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 })
  17. SyncWait(2.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. SyncWait(1.0)
  20. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 7 }
  21. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 7 }
  22. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  23. SyncWait(3.0)
  24. DeleteAllHitBoxes
  25. AsyncWait(44.0)
  26. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(4771)
  3. SyncWait(13.0)
  4. SoundEffect1(4771)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(19.0)
  4. Rumble { unk1: 17, unk2: 0 }