PM3.6 - Ganondorf - Subaction - AttackAirB

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Stats

IASA: 29
Auto Cancel Window: 1-6, 19-46
Auto Cancel Lag: 5
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 10-15
Hitbox set 0 hits: 10
Subaction Index: 0x64

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:10-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 30 100 361 Electric Punch 9 8
0 1 16 10 100 361 Electric Punch 9 8
0 2 16 10 100 361 Electric Punch 9 8

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.47, x_offset: 5.06, y_offset: 0.0, z_offset: 0.0, 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. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 3.38, y_offset: 0.0, z_offset: 0.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.91, x_offset: -0.84, y_offset: 0.0, z_offset: 0.0, 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 })
  7. SyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(18.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(28.0)
  12. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 41, 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: 0.6, randomize: None, terminate_with_animation: false })
  3. SwordGlow(SwordGlow { color: 134, blur_length: 4, point1_bone: 41, point1_x_offset: 0.0, point1_y_offset: -2.0, point1_z_offset: 0.0, point2_bone: 41, point2_x_offset: 0.0, point2_y_offset: 2.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 69, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 41, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 0.25, randomize: None, terminate_with_animation: false })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 31, 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: 0.75, randomize: None, terminate_with_animation: false })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 3, bone: 41, 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: 0.25, randomize: None, terminate_with_animation: false })
  8. SoundEffect1(4773)
  9. loop 6 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. SoundEffect1(4698)
      3. SoundEffect1(4698)
    2. SyncWait(1.0)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1376259), Bool(true), Bool(true)] }
  11. DeleteSwordGlow { fade_time: 5 }

Other

  1. AsyncWait(9.0)
  2. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 200, light_source_x: 70.0, light_source_y: 120.0 }
  3. Rumble { unk1: 17, unk2: 0 }
  4. SyncWait(9.0)
  5. SetColorOfFlashEffectLight { transition_time: 7, red: 100, green: 100, blue: 255, alpha: 0 }
  6. SyncWait(6.0)
  7. RemoveFlashEffect