PM3.6 - Ganondorf - Subaction - Attack11

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Stats

IASA: 19
Hitboxes active: 3-5
Hitbox set 0 hits: 3
Subaction Index: 0x48

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 30 100 361 Electric Punch 5 5
0 1 8 30 100 361 Electric Punch 5 5
0 2 8 30 100 361 Electric Punch 5 5

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 12.02, z_offset: 12.23, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 0.0, y_offset: 13.5, z_offset: 6.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 2.73, x_offset: 0.0, y_offset: 12.02, z_offset: 2.11, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, 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 })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(18.0)
  8. AllowInterrupts
  9. ToggleInterrupt { interrupt_type: GroundAttack, interrupt_id: 10081 }

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(4771)
    3. loop 3 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 35, 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: 0.17, randomize: None, terminate_with_animation: false })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 32, 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: 0.14, randomize: None, terminate_with_animation: false })
      3. if (EnteringOrIsInHitLag)
        1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
        2. SoundEffect1(4698)
        3. SoundEffect1(4698)
      4. SyncWait(1.0)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(6.0)
    3. Rumble { unk1: 17, unk2: 0 }