PM3.6 - Ganondorf - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 30
Hitbox set 0 hits: 30
Subaction Index: 0x1d3

Throw

Frame: 26

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
12 60 90 40 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:30

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 80 0 270 Darkness Unique 0 0 2 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 12, trajectory: 40, kbg: 90, wdsk: 0, bkb: 60, 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 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 4, trajectory: 0, kbg: 10, wdsk: 0, bkb: 100, 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 })
  3. AsyncWait(16.0)
  4. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  5. AsyncWait(22.0)
  6. FrameSpeedModifier { multiplier: 2.5, unk: 0 }
  7. AsyncWait(30.0)
  8. ApplyThrow { unk0: 0, bone: 69, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. AsyncWait(38.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 80, size: 4.0, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, 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 })
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x17) }
  12. AsyncWait(40.0)
  13. DeleteAllHitBoxes
  14. Armor { armor_type: None, tolerance: 0.0 }
  15. AsyncWait(42.0)
  16. FrameSpeedModifier { multiplier: 2.0, unk: 0 }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 21, graphic: 6, 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: true })
  2. AsyncWait(30.0)
  3. 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: 20.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(4763)
  3. SyncWait(14.0)
  4. SoundEffect1(1840)
  5. SyncWait(13.0)
  6. SoundEffect1(4757)

Other

  1. Rumble { unk1: 13, unk2: 0 }
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(30.0)
  4. ScreenShake { magnitude: 2 }
  5. Rumble { unk1: 14, unk2: 0 }