Brawl - Giga Bowser - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-5, 41-50
Auto Cancel Lag: 2
Landing Lag: 45
Landing Lag (L-Cancel): 22
Partially Intangible: 5-37
Hitboxes active: 6-28
Hitbox set 0 hits: 6
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:6-28

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 15 20 80 361 Electric Shock 20 8 8
0 1 15 20 80 361 Electric Shock 20 8 8
0 2 15 20 80 361 Electric Shock 20 8 8

Scripts

Main

  1. AsyncWait(4.0)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. Subroutine(0xac20)
  4. AsyncWait(5.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 20, size: 20.0, x_offset: 0.0, y_offset: 4.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 20, size: 18.0, x_offset: 0.0, y_offset: -4.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 20, size: 16.0, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(28.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(37.0)
  12. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  13. UnchangeHurtBoxStateSpecific
  14. AsyncWait(40.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(4.0)
  2. loop Infinite times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: 0.0, y_offset: 40.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 60.0, random_y_offset: 20.0, random_z_offset: 60.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(2.0)

SFX

  1. SoundVoiceLow
  2. SyncWait(6.0)
  3. loop 3 times:
    1. SyncWait(8.0)
    2. SoundEffect1(6621)
    3. SyncWait(5.0)
    4. SoundEffect1(6622)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 8, unk2: 25 }
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. AsyncWait(37.0)
  5. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }