PM3.02 - Ganondorf - Subaction - SpecialSStart

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Stats

IASA: None
Hitboxes active: 16-31
Hitbox set 0 hits: 16
Subaction Index: 0x1d2

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:16-31

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xe7
0 1 Grab set action: 0xe7
0 2 12 60 100 25 Darkness Burn AD false 7 6
0 3 12 60 100 25 Darkness Burn AD false 7 6

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 4, 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: 0 })
  2. AsyncWait(15.0)
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 5.0, x_offset: 0.0, y_offset: 8.0, z_offset: 1.0, set_action: 231, target: GroundedOnly, unk: Some(2) })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 2.0, x_offset: 0.0, y_offset: 8.75, z_offset: 7.65, set_action: 231, target: AerialAndGrounded, unk: Some(2) })
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 25, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 10.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 31, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 25, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 4.8, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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. AsyncWait(31.0)
  9. DeleteAllGrabBoxes
  10. DeleteAllHitBoxes
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 5, bone: 41, 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, randomize: None, terminate_with_animation: true })
  2. AsyncWait(15.0)
  3. GraphicEffect(GraphicEffect { graphic: 10, 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: false })
  4. loop 5 times:
    1. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(5.0)
  5. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 180.0, 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: false })

SFX

  1. SoundEffect1(4761)
  2. SyncWait(19.0)
  3. SoundEffect1(4762)
  4. SyncWait(30.0)
  5. SoundEffect1(4769)
  6. SyncWait(5.0)
  7. SoundEffect1(4767)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }