PM3.6 - Ganondorf - Subaction - AttackLw4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 |

Stats

IASA: 39
Hitboxes active: 11-14, 21-24
Hitbox set 0 hits: 11, 21
Subaction Index: 0x60

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:11-14

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 1 8 115 0 160 Normal Kick 0.5 5 5
0 2 8 130 0 160 Normal Kick 0.5 5 5

Frames:21-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 60 110 120 Normal Kick 8 7
0 1 14 60 110 120 Normal Kick 8 7
0 2 12 60 110 120 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  2. AsyncWait(6.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(10.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 160, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 115, size: 4.3, x_offset: 0.0, y_offset: 2.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 160, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 130, size: 4.3, x_offset: 0.0, y_offset: 5.55, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, 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. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 2.6667, unk: 0 }
  10. AsyncWait(30.0)
  11. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  12. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 120, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 4.3, 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: 2, 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: 6, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 120, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 4.3, 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: 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: 14, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 120, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 60, size: 4.3, 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: 2, 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(4.0)
  16. DeleteAllHitBoxes
  17. FrameSpeedModifier { multiplier: 1.2143, unk: 0 }
  18. AsyncWait(51.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.6, 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(30.0)
  4. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.75, 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(9.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(168)
  4. SyncWait(1.0)
  5. SoundEffect1(4771)
  6. SyncWait(19.0)
  7. SoundEffect1(168)
  8. SyncWait(1.0)
  9. SoundEffect1(4771)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(30.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(60.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }