PM3.6 - King Dedede - Subaction - AttackAirN

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Stats

IASA: 38
Auto Cancel Window: 1-2, 35-40
Auto Cancel Lag: 6
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 7-29
Hitbox set 0 hits: 7
Subaction Index: 0x62

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 85 75 Normal Punch 7 6

Frames:9-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 30 95 75 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(6.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 30, size: 11.06, x_offset: 0.0, y_offset: 8.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(8.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 75, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 11.06, x_offset: 0.0, y_offset: 8.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(29.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(34.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(37.0)
  12. AllowInterrupts

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(936)
    3. Goto(0x9019c168)

    Other