PM3.6 - King Dedede - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Hitbox set 0 hits: 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40
Subaction Index: 0x4c

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:1

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:31

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:34

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:37

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Frame:40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 20 30 Normal Thwomp 2 3
0 1 2 30 20 30 Normal Thwomp 2 3
0 2 2 30 20 30 Normal Thwomp 2 3
0 3 2 30 20 30 Normal Thwomp 2 3

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 30, size: 4.0, x_offset: -4.0, 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: 0, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 4.0, 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: 0, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 9.0, 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: 0, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 30, size: 5.7399836, x_offset: 17.0, 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: 0, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. SyncWait(2.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
  9. Goto(Attack100 Main 0x142c8)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 33, graphic: 2, bone: 56, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 56, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. SyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 56, x_offset: 0.0, y_offset: 0.0, z_offset: -6.5, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  5. SyncWait(5.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 56, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  7. SyncWait(10.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 33, graphic: 2, bone: 56, 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 })
  9. SyncWait(5.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 56, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  11. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  12. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  13. Goto(Attack100 GFX 0x8b30)

SFX

  1. SoundEffectTransient(1011)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. RumbleLoop { unk1: 2, unk2: 38 }
  4. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  5. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }
  6. Goto(Attack100 Other 0x28b8)