P+ - Bowser - Subaction - AttackLw31

| 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 |

Stats

IASA: 35
Partially Intangible: 10-13
Hitboxes active: 10-13
Hitbox set 0 hits: 10
Subaction Index: 0x55

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 15 100 361 Normal Punch 6 7 7
0 1 13 15 100 361 Normal Punch 6 7 7
0 2 13 15 100 55 Slash Slash 6 7 7

Scripts

Main

  1. AsyncWait(7.0)
  2. Subroutine(0x26548)
  3. AsyncWait(9.0)
  4. ChangeHurtBoxStateSpecific { bone: 62, state: IntangibleFlashing }
  5. ChangeHurtBoxStateSpecific { bone: 61, state: IntangibleFlashing }
  6. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 15, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 15, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 15, size: 5.74, x_offset: -3.15, y_offset: -1.35, 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. SyncWait(4.0)
  10. UnchangeHurtBoxStateSpecific
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 0.6875, unk: 0 }
  13. loop 21 times:
    1. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. IfStatementOr (BoolIsTrue RandomAccessBool(EnableFastFall))
      3. ChangeSubactionRestartFrame(AttackLw32)
    2. SyncWait(0.5)
  14. AsyncWait(24.0)
  15. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  16. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd (not(ButtonHeld value(0)))
      2. BoolVariableSetTrue { variable: RandomAccessBool (0x22) }
    2. if (ButtonHeld value(0))
      1. IfStatementAnd (BoolIsTrue RandomAccessBool (0x22))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    3. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    4. SyncWait(0.1)

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(3753)
  3. SoundEffect1(55)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }