P+ - Bowser - Subaction - AttackAirF

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 |

Stats

IASA: 36
Auto Cancel Window: 1-7, 31-46
Auto Cancel Lag: 4
Landing Lag: 26
Landing Lag (L-Cancel): 13
Hitboxes active: 8-11
Hitbox set 0 hits: 8
Subaction Index: 0x63

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 50 75 361 Normal Kick 8 7 7
0 1 16 50 75 361 Slash Slash 8 9 8
0 2 13 50 75 361 Normal Kick 8 7 7

Scripts

Main

  1. AsyncWait(7.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 8, bkb: 50, size: 4.69, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 8, bkb: 50, size: 4.69, x_offset: 0.9, y_offset: 0.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 8, bkb: 50, size: 6.25, x_offset: 6.3, y_offset: 0.9, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(30.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  10. AsyncWait(35.0)
  11. AllowInterrupts

GFX

    SFX

    1. AsyncWait(7.0)
    2. SoundEffect1(3754)
    3. SoundEffect1(55)
    4. SoundEffect1(114)
    5. SoundEffect1(115)

    Other

    1. AsyncWait(6.0)
    2. SwordGlow(SwordGlow { color: 7, blur_length: 3, point1_bone: 40, point1_x_offset: 1.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 41, point2_x_offset: 2.5, point2_y_offset: -0.5, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 41, x_offset: 2.5, y_offset: -0.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
    3. AsyncWait(7.0)
    4. Rumble { unk1: 18, unk2: 0 }
    5. SyncWait(2.0)
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 36, x_offset: 0.0, y_offset: 1.0, z_offset: 9.09, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: true })
    7. SyncWait(1.0)
    8. DeleteSwordGlow { fade_time: 1 }