PM3.6 - Donkey Kong - Subaction - AttackHi4

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Stats

IASA: 42
Partially Intangible: 6-10
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x5d

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 Shield Dmg Shieldstun Hitlag Targets
0 0 18 40 98 90 Normal Punch 4 10 8
0 1 16 40 98 90 Normal Punch 4 9 8

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateSpecific { bone: 34, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 44, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
  5. SyncWait(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 90, wdsk: 0, kbg: 98, shield_damage: 4, bkb: 40, size: 8.5, x_offset: 2.0, y_offset: 13.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 90, wdsk: 0, kbg: 98, shield_damage: 4, bkb: 40, size: 6.25, x_offset: 0.0, y_offset: 5.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. DeleteAllHitBoxes
  10. UnchangeHurtBoxStateSpecific
  11. AsyncWait(41.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 41, 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: 1.2, 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: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x29b08)
  4. SyncWait(3.0)
  5. SoundEffect1(2796)
  6. SyncWait(3.0)
  7. SoundEffectStop(2796)
  8. SoundEffect1(2709)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. ScreenShake { magnitude: 0 }
  4. Rumble { unk1: 13, unk2: 0 }