PM3.6 - Donkey Kong - Subaction - AttackAirHi

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Stats

IASA: 38
Auto Cancel Window: 1-5, 14-45
Auto Cancel Lag: 5
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 6-9
Hitbox set 0 hits: 6
Subaction Index: 0x65

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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 32 90 90 Normal Punch 8 7

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 32, size: 7.81, 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: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(4.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(13.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  8. AsyncWait(37.0)
  9. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. SoundEffect1(8114)
  2. AsyncWait(5.0)
  3. SoundEffect1(2794)
  4. loop 6 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
      2. SoundEffect1(59)
      3. SoundEffect1(83)
    2. SyncWait(1.0)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 18, unk2: 0 }