PM3.02 - King Dedede - Subaction - SpecialLw

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Stats

IASA: None
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x209

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 11 40 80 35 Flame Thwomp false 6 6
0 1 11 40 80 35 Flame Thwomp false 6 6
0 2 11 40 80 35 Flame Thwomp false 6 6
0 3 11 40 80 35 Flame Thwomp false 6 6

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  2. AsyncWait(11.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 10.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 8.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(14.0)
  8. DeleteAllHitBoxes

GFX

  1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: RandomAccessInt (0x1) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.017 }
  3. FloatVariableSet { variable: RandomAccessFloat (0x6), value: 0.2 }
  4. FloatVariableAdd { variable: RandomAccessFloat (0x6), value: RandomAccessFloat (0x5) }
  5. FrameSpeedModifier { multiplier: 5.0, unk: 0 }
  6. AsyncWait(5.0)
  7. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  8. GraphicEffect(GraphicEffect { graphic: 33, 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: 1.5, 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 })
  9. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(6))), y_vel: Constant(0.5) }

SFX

  1. AsyncWait(5.0)
  2. SoundEffectTransient(985)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(5.0)
  4. Rumble { unk1: 15, unk2: 0 }
  5. AsyncWait(11.0)
  6. ScreenShake { magnitude: 0 }
  7. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }
  8. AsyncWait(46.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }