P+ - Bowser - Subaction - LandingAirLw

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Stats

IASA: 41
Partially Intangible: 1-40
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x6b

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 5 60 30 25 Slash Slash false 10 4 4
0 1 5 60 30 25 Slash Slash false 10 4 4

Scripts

Main

  1. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 0, kbg: 30, shield_damage: 10, bkb: 60, size: 9.38, x_offset: 0.0, y_offset: 3.6, z_offset: -7.2, 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: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 0, kbg: 30, shield_damage: 10, bkb: 60, size: 9.38, x_offset: 0.0, y_offset: 3.6, z_offset: 7.2, 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: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
  4. Subroutine(0x15000)
  5. AsyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(44.0)
  8. Subroutine(0x14ed8)

GFX

  1. GraphicEffect(GraphicEffect { graphic: 42, 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: 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: false })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 15, 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: 1.0, 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: false })

SFX

  1. AsyncWait(0.0)
  2. SoundEffectOther1(3810)
  3. SoundEffect1(3751)
  4. SyncWait(0.0)
  5. SyncWait(25.0)
  6. SoundEffect1(3744)

Other

  1. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. ScreenShake { magnitude: 0 }
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(18.0)
  8. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  9. AsyncWait(20.0)
  10. ItemVisibility(true)
  11. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  12. AsyncWait(21.0)
  13. SlopeContourStand { leg_bone_parent: 6 }