PM3.6 - Ganondorf - Subaction - AttackAirN

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Stats

IASA: 38
Auto Cancel Window: 1-2, 20-58
Auto Cancel Lag: 5
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 5-6, 18-19
Hitbox set 0 hits: 5, 18
Subaction Index: 0x62

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 20 100 60 Normal Kick 6 6
0 1 10 20 100 65 Normal Kick 6 6
0 2 10 20 100 70 Normal Kick 6 6

Frames:18-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 50 100 55 Normal Kick 7 6
0 1 12 50 100 55 Normal Kick 7 6
0 2 12 50 100 55 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  2. AsyncWait(3.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(6.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 6.33, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.69, x_offset: 0.0, y_offset: 3.38, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.08, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(19.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.52, x_offset: 0.0, y_offset: -6.33, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 4.69, x_offset: 0.0, y_offset: -3.38, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.08, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(21.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. AsyncWait(39.0)
  20. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(4771)
  3. SyncWait(13.0)
  4. SoundEffect1(4771)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(19.0)
  4. Rumble { unk1: 17, unk2: 0 }