PM3.6 - Donkey Kong - Subaction - FinalStartL

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Stats

IASA: None
Hitboxes active: 1-46
Hitbox set 0 hits: 1
Subaction Index: 0x1f5

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:1-45

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shield Dmg Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 0 3 0 30 100 150 Normal Unknown(136) false false 0 1 false false 3 0
0 1 12 0 30 80 361 Normal Unknown(48) false false 0 1 false true 7 0
0 2 12 0 30 80 361 Normal Unknown(48) false false 0 1 false true 7 0
0 3 11 110 30 100 361 Normal MagicZap true false 1 1 true true 6 6

Scripts

Main

  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 150, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 30, size: 43.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: true, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 1, bkb: 30, size: 60.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: true, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 1, bkb: 30, size: 60.0, x_offset: 0.0, y_offset: 24.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: true, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 30, size: 8.0, 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: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  5. CameraCloseup(CameraCloseup { zoom_time: 20, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  6. TimeManipulation(4, 30)
  7. AsyncWait(40.0)
  8. CameraNormal

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, 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, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  3. AsyncWait(22.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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: 1.3, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  5. AsyncWait(31.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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(32.0)
  2. SoundEffect1(2708)

Other

  1. AsyncWait(11.0)
  2. ItemVisibility(false)
  3. AsyncWait(31.0)
  4. Rumble { unk1: 5, unk2: 0 }