PM3.6 - Ganondorf - Subaction - SpecialAirLwEnd

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Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1e1

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 80 35 80 Normal Kick false 5 5
0 1 8 80 35 80 Normal Kick false 5 5
0 2 8 80 35 80 Normal Kick false 5 5

Scripts

Main

  1. SetEdgeSlide(StayOn)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. SyncWait(1.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.5, x_offset: 0.0, y_offset: 3.2, z_offset: 9.5, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.8, x_offset: 0.0, y_offset: 3.2, z_offset: -9.5, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 80, size: 4.8, x_offset: 0.0, y_offset: 3.2, 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: false, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. SyncWait(20.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 9, 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: 1.0, 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: false })

SFX

  1. SoundEffectStop(4751)
  2. SoundEffect1(4752)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 15, unk2: 0 }