PM3.6 - Donkey Kong - Subaction - SpecialAirN_1

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Stats

IASA: None
Fully Intangible: 17-18
Hitboxes active: 17-21
Hitbox set 0 hits: 17
Subaction Index: 0x1ed

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 25 10 90 80 Normal Kick 13 11
0 1 25 10 90 80 Normal Kick 13 11
0 2 25 10 90 80 Normal Kick 13 11

Frames:18-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 27 10 90 361 Normal Kick 14 11
0 1 27 10 90 361 Normal Kick 14 11
0 2 27 10 90 361 Normal Kick 14 11

Scripts

Main

  1. AsyncWait(16.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 3.13, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.69, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(25.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 0.82, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(27.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 3.13, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(27.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.69, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(27.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 0.82, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(1.0)
  11. ChangeHurtBoxStateAll { state: Normal }
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 2, bone: 0, x_offset: -2.0, y_offset: 4.0, z_offset: 4.0, x_rotation: 30.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. loop 3 times:
    1. SyncWait(4.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 30, 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: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  3. AsyncWait(12.0)
  4. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 160 }
  5. AsyncWait(13.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 255, blue: 128, alpha: 0 }
  7. AsyncWait(16.0)
  8. RemoveFlashEffect
  9. AsyncWait(18.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 3, bone: 0, x_offset: -8.0, 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 })

SFX

  1. AsyncWait(16.0)
  2. SoundEffect1(1039)
  3. SoundEffect1(2794)
  4. SoundEffect1(2779)
  5. SoundEffect1(169)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(1.0)
  4. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 5 }
  5. AsyncWait(18.0)
  6. ScreenShake { magnitude: 1 }
  7. Rumble { unk1: 15, unk2: 0 }
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }