P+ - Bowser - Subaction - SpecialNDud

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Stats

IASA: 37
Hitboxes active: 15-17
Hitbox set 0 hits: 15
Subaction Index: 0x3

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:15-17

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 10 35 90 65 Slash Slash 20 6 6

Scripts

Main

  1. AsyncWait(14.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 65, wdsk: 0, kbg: 90, shield_damage: 20, bkb: 35, size: 6.0, x_offset: 0.0, y_offset: 8.5, z_offset: 14.0, 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: Bite, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(3.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(36.0)
  6. FloatVariableAdd { variable: LongtermAccessFloat (0x13), value: 0.61 }
  7. AllowInterrupts

GFX

  1. AsyncWait(15.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 9, bone: 51, 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 16.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.2, 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(13.0)
  2. SoundEffect1(1444)
  3. AsyncWait(15.0)
  4. SoundEffect1(140)
  5. SoundEffect1(211)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(14.0)
  3. Rumble { unk1: 18, unk2: 0 }