PM3.02 - Ganondorf - Subaction - SpecialHiCatch

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Stats

IASA: None
Hitboxes active: 4, 8, 12, 16
Hitbox set 0 hits: 4, 8, 12, 16
Subaction Index: 0x1da

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Remain Grabbed Shieldstun Hitlag Targets
0 0 2 50 100 361 Electric Unknown(56) AD true 2 3

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Remain Grabbed Shieldstun Hitlag Targets
0 0 2 50 100 361 Electric Unknown(56) AD true 2 3

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Remain Grabbed Shieldstun Hitlag Targets
0 0 2 50 100 361 Electric Unknown(56) AD true 2 3

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Remain Grabbed Shieldstun Hitlag Targets
0 0 2 50 100 361 Electric Unknown(56) AD true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 8, trajectory: 0, kbg: 10, wdsk: 0, bkb: 100, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. DeleteAllHitBoxes
  3. loop 4 times:
    1. SyncWait(3.0)
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 14.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes

GFX

    SFX

    1. SoundEffect1(4748)

    Other

    1. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 130.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 80 })
    2. Rumble { unk1: 14, unk2: 0 }
    3. AsyncWait(3.0)
    4. Rumble { unk1: 16, unk2: 0 }
    5. AsyncWait(10.0)
    6. Rumble { unk1: 16, unk2: 0 }
    7. AsyncWait(15.0)
    8. Rumble { unk1: 16, unk2: 0 }