PM3.6 - Ganondorf - Subaction - SpecialAirS

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Stats

IASA: 35
Hitboxes active: 4, 6, 8, 10, 12, 16-17
Hitbox set 0 hits: 4, 6, 8, 10, 12, 16
Subaction Index: 0x1d7

Throw

Frame: 0

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
1 2 0 270 Darkness Explosion AerialAndGrounded 0 false

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 270 Darkness Unique 0 0 2 0

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 270 Darkness Unique 0 0 2 0

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 270 Darkness Unique 0 0 2 0

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 270 Darkness Unique 0 0 2 0

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 60 0 270 Darkness Unique 0 0 2 0

Frames:16-17

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 1 7 80 0 280 Darkness Unique 0 0 5 0

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x9), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x9), value: -0.15 }
  3. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(9))), y_vel: Constant(0.0) }
  4. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 1, trajectory: 270, kbg: 0, wdsk: 0, bkb: 2, effect: Darkness, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 2, sfx: Explosion, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  5. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 1, trajectory: 270, kbg: 0, wdsk: 0, bkb: 15, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  6. ApplyThrow { unk0: 0, bone: 69, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. AsyncWait(2.0)
  8. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  9. AsyncWait(4.0)
  10. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(2.0)
  11. AsyncWait(24.0)
  12. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  13. AsyncWait(25.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 280, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(26.0)
  16. DeleteAllHitBoxes
  17. FrameSpeedModifier { multiplier: 0.2, unk: 0 }
  18. AsyncWait(27.0)
  19. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  20. AsyncWait(45.0)
  21. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 8, 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: 1.0, randomize: None, terminate_with_animation: false })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(1843)
  3. SyncWait(3.0)
  4. SoundEffect1(4763)
  5. SoundEffect1(4757)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 2 }
  3. Rumble { unk1: 14, unk2: 0 }