PM3.02 - Ganondorf - Subaction - AttackHi3

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Stats

IASA: None
Partially Intangible: 23-28
Hitboxes active: 3-12, 25-28
Hitbox set 0 hits: 3, 25
Subaction Index: 0x54

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:3-12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 8 40 60 70 Normal MagicZap AD 5 5
0 1 8 40 60 115 Normal Kick AP 5 5
0 2 8 40 60 120 Normal Kick AP 5 5

Frames:25-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 22 50 78 361 Electric Unknown(64) AD 8 11 10
0 1 20 75 60 361 Normal Unknown(64) AD 8 10 9

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
  5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  6. AsyncWait(2.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 40, size: 3.91, 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: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 115, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 40, size: 3.91, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 120, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 40, size: 4.69, 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 })
  10. AsyncWait(12.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(22.0)
  13. ChangeHurtBoxStateSpecific { bone: 31, state: IntangibleFlashing }
  14. ChangeHurtBoxStateSpecific { bone: 9, state: IntangibleFlashing }
  15. AsyncWait(24.0)
  16. SoundEffect1(169)
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 78, shield_damage: 8, bkb: 50, size: 7.0, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 45, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 8, bkb: 75, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  19. SyncWait(4.0)
  20. UnchangeHurtBoxStateSpecific
  21. DeleteAllHitBoxes
  22. AsyncWait(56.0)

GFX

  1. AsyncWait(6.0)
  2. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 9, 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: 0.35, randomize: None, terminate_with_animation: false })
    2. SyncWait(1.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: 0.45, randomize: None, terminate_with_animation: false })
    4. SyncWait(1.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: 0.2, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: 2.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    6. SyncWait(1.0)
  3. AsyncWait(23.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 9.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.45, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  5. AsyncWait(24.0)
  6. loop 6 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 24, bone: 0, x_offset: 0.0, y_offset: 4.0, z_offset: 7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 10, 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: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: -1.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 9, 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: 0.4, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 1.0, random_y_offset: 1.0, random_z_offset: 1.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    4. SyncWait(1.0)

SFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 10, 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: 0.4, randomize: None, terminate_with_animation: false })
  3. AsyncWait(19.0)
  4. SoundVoiceLow
  5. AsyncWait(24.0)
  6. SoundEffect1(155)
  7. SoundEffect1(169)

Other

  1. AsyncWait(7.0)
  2. SlopeContourStand { leg_bone_parent: 0 }
  3. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 50, light_source_x: -70.0, light_source_y: -95.0 }
  4. AsyncWait(24.0)
  5. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 160, light_source_x: -70.0, light_source_y: 70.0 }
  6. Rumble { unk1: 14, unk2: 0 }
  7. ScreenShake { magnitude: 1 }
  8. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 100.0, speed: 16.0, size: 15.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 50 })
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }
  10. SyncWait(0.0)
  11. SetColorOfFlashEffectLight { transition_time: 10, red: 100, green: 100, blue: 255, alpha: 0 }
  12. SyncWait(10.0)
  13. RemoveFlashEffect
  14. EndAestheticWindEffect { unk: 0 }