P+ - Bowser - Subaction - AttackHi3

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Stats

IASA: 36
Partially Intangible: 7-13
Hitboxes active: 7-13
Hitbox set 0 hits: 7
Subaction Index: 0x54

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 50 112 100 Slash Slash 7 7
0 1 13 50 112 100 Slash Slash 7 7
0 3 8 50 90 100 Slash Slash 5 5

Frames:9-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 50 90 60 Slash Slash 5 5
0 1 8 50 90 60 Slash Slash 5 5
0 3 8 50 90 60 Slash Slash 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. ChangeHurtBoxStateSpecific { bone: 36, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 100, wdsk: 0, kbg: 112, shield_damage: 0, bkb: 50, size: 6.97, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 100, wdsk: 0, kbg: 112, shield_damage: 0, bkb: 50, size: 4.69, x_offset: 7.2, 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: 2, 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: 33, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 5.45, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(8.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 5.49, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 4.6, x_offset: 7.2, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 4.45, 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 })
  10. SyncWait(5.0)
  11. UnchangeHurtBoxStateSpecific
  12. DeleteAllHitBoxes
  13. AsyncWait(15.0)
  14. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  15. AsyncWait(40.0)
  16. AllowInterrupts

GFX

  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(11.0)
  4. DeleteSwordGlow { fade_time: 4 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(3754)
  3. SoundEffect1(55)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 18, unk2: 0 }