P+ - Bowser - Subaction - AppealS_1

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Stats

IASA: 120
Hitboxes active: 34-35, 55-56, 70-71, 86-87, 108-109
Hitbox set 0 hits: 34, 55, 70, 86, 108
Subaction Index: 0x1bf

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:34-35

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 18 0 100 83 Slash Slash 0.75 3 4

Frames:55-56

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 18 0 100 83 Slash Slash 0.75 3 4

Frames:70-71

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 18 0 100 83 Slash Slash 0.75 3 4

Frames:86-87

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 18 0 100 83 Slash Slash 0.75 3 4

Frames:108-109

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 18 0 100 83 Slash Slash 0.75 3 4

Scripts

Main

  1. AsyncWait(33.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, 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 })
  3. SyncWait(2.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(54.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, 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(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(69.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, 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 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(85.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, 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 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(107.0)
  18. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 83, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 9.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, 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 })
  19. SyncWait(2.0)
  20. DeleteAllHitBoxes
  21. AsyncWait(119.0)
  22. AllowInterrupts

GFX

  1. Goto(AppealS GFX 0xd260)

SFX

  1. AsyncWait(31.0)
  2. SoundEffect1(1444)
  3. SyncWait(22.0)
  4. SoundEffect1(1444)
  5. SyncWait(15.0)
  6. SoundEffect1(1444)
  7. SyncWait(16.0)
  8. SoundEffect1(1444)
  9. SyncWait(22.0)
  10. SoundEffect1(1444)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(33.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(53.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(68.0)
  7. Rumble { unk1: 16, unk2: 0 }
  8. AsyncWait(85.0)
  9. Rumble { unk1: 16, unk2: 0 }
  10. AsyncWait(107.0)
  11. Rumble { unk1: 16, unk2: 0 }