PM3.6 - King Dedede - Subaction - Attack11

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Stats

IASA: 28
Hitboxes active: 11-13
Hitbox set 0 hits: 11
Subaction Index: 0x48

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:11-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 20 0 100 361 Normal Thwomp 4 4
0 1 6 25 0 100 361 Normal Thwomp 4 4
0 2 6 35 0 100 80 Normal Thwomp 4 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(10.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, 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: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 25, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -6.0, 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: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: -12.0, 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: 1, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(18.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(27.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(4), Value(56), Scalar(0.0), Scalar(0.0), Scalar(3.0), Value(56), Scalar(4.75), Scalar(0.0), Scalar(0.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(8.0)] }
  3. AsyncWait(10.0)
  4. SoundEffect1(956)
  5. AsyncWait(17.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. Subroutine(0x9019d080)

Other

  1. AsyncWait(9.0)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(10.0)
  4. Rumble { unk1: 17, unk2: 0 }