P+ - Bowser - Subaction - AttackS4S_1

| 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 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 |

Stats

IASA: 50
Hitboxes active: 14-17
Hitbox set 0 hits: 14
Subaction Index: 0x58

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 26 60 80 361 Flame MagicZap AD 1.5 30 13 17

Frames:15-17

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 26 60 80 361 Flame MagicZap AD 1.5 30 13 17
0 1 26 60 80 60 Flame Kick AP 1.5 30 13 17

Scripts

Main

  1. AsyncWait(7.0)
  2. Subroutine(0x2d680)
  3. AsyncWait(13.0)
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(30)))
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(26.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 60, size: 7.0, x_offset: 0.45, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. SyncWait(1.0)
    4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(26.0), trajectory: 60, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 60, size: 7.0, x_offset: 1.35, y_offset: 3.15, z_offset: 1.35, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(26.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 60, size: 7.0, x_offset: 0.45, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. SyncWait(1.0)
    3. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(26.0), trajectory: 60, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 60, size: 7.0, x_offset: 1.35, y_offset: 3.15, z_offset: 1.35, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(17.0)
  7. Armor { armor_type: None, tolerance: 0.0 }
  8. DeleteAllHitBoxes
  9. AsyncWait(49.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(10.0)
  2. Subroutine(0x23910)
  3. AsyncWait(13.0)
  4. SoundEffect1(167)
  5. loop 4 times:
    1. if (HitboxConnects)
      1. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
        1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(30)))
        2. GraphicEffect(GraphicEffect { graphic: 786450, bone: 76, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
      2. else
        1. GraphicEffect(GraphicEffect { graphic: 24, bone: 76, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
      3. SoundEffect1(78)
      4. SoundEffect1(78)
      5. SoundEffect1(78)
    2. SyncWait(1.0)
  6. RemoveFlashEffect

SFX

  1. SoundEffectStop(105)
  2. SyncWait(13.0)
  3. SoundEffect1(55)
  4. SoundEffect1(1452)
  5. loop 4 times:
    1. if (EnteringOrIsInHitLag)
      1. if (ButtonHeld value(6))
        1. IfStatementOr (ButtonHeld value(7))
        2. IfStatementOr (ButtonHeld value(8))
        3. SoundEffectStop(1452)
        4. SoundEffect1(1445)
        5. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
    2. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(13.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. ScreenShake { magnitude: 2 }
  5. AsyncWait(14.0)
  6. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  7. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  8. SoundEffect1(3845)
  9. SoundEffect1(55)
  10. SoundEffect1(114)
  11. SoundEffect1(115)
  12. AsyncWait(47.0)
  13. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }