PM3.6 - King Dedede - Subaction - SpecialLwMax

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Stats

IASA: None
Hitboxes active: 9-33
Hitbox set 0 hits: 9
Subaction Index: 0x20b

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:9-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 30 40 75 35 Flame Thwomp false 15 12
0 1 30 40 75 35 Flame Thwomp false 15 12
0 2 30 40 75 35 Flame Thwomp false 15 12
0 3 30 40 75 35 Flame Thwomp false 15 12

Frames:14-33

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 7 40 75 35 Flame Thwomp false 5 5
0 1 7 40 75 35 Flame Thwomp false 5 5
0 2 7 40 75 35 Flame Thwomp false 5 5
0 3 7 40 75 35 Flame Thwomp false 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  2. AsyncWait(8.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 0, set_id: 0, damage: Constant(30.0), trajectory: 35, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 10.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 1, set_id: 0, damage: Constant(30.0), trajectory: 35, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 8.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 2, set_id: 0, damage: Constant(30.0), trajectory: 35, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(30.0), trajectory: 35, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 7 }
  9. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 7 }
  10. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  11. ChangeHitBoxDamage { hitbox_id: 3, new_damage: 7 }
  12. AsyncWait(33.0)
  13. DeleteAllHitBoxes

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 0, 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: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  3. AddVelocity { x_vel: Constant(2.6), y_vel: Constant(0.5) }
  4. AsyncWait(8.0)
  5. GraphicEffect(GraphicEffect { graphic: 14, bone: 0, 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: 2.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  6. AsyncWait(20.0)
  7. GraphicEffect(GraphicEffect { graphic: 14, bone: 0, 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: 1.2, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. AsyncWait(2.0)
  2. SoundEffectTransient(984)
  3. SyncWait(45.0)
  4. SoundEffect1(999)
  5. SyncWait(12.0)
  6. SoundEffect1(997)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(2.0)
  4. Rumble { unk1: 15, unk2: 0 }
  5. AsyncWait(3.0)
  6. ScreenShake { magnitude: 1 }
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  8. AsyncWait(62.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }