Brawl - Bowser - Subaction - Attack11

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Stats

IASA: 21
Partially Intangible: 6-8
Hitboxes active: 6-8
Hitbox set 0 hits: 6
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:6-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 45 0 100 30 Slash Slash 4 4
0 1 5 30 0 100 50 Slash Slash 4 4
0 2 5 18 0 100 83 Slash Slash 4 4

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateSpecific { bone: 36, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 35, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 30, wdsk: 45, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: -8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 50, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. UnchangeHurtBoxStateSpecific
  10. AsyncWait(10.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  12. AsyncWait(20.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 20.0, y_offset: 10.0, z_offset: 0.0, x_rotation: -160.0, y_rotation: -30.0, z_rotation: 0.0, scale: 1.75, 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: true })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(3753)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }