P+ - Giga Bowser - Subaction - AttackAirLw
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Stats
IASA: |
None |
Auto Cancel Window: |
1-13, 51-80 |
Auto Cancel Lag: |
2 |
Landing Lag: |
40 |
Landing Lag (L-Cancel): |
20 |
Partially Intangible: |
14-50 |
Hitboxes active: |
14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38-39, 41-42, 44-45 |
Hitbox set 0 hits: |
14, 17, 20, 23, 26, 29, 32, 35, 38, 41, 44 |
Subaction Index: |
0x66 |
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:14-15
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:17-18
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:20-21
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:23-24
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:26-27
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:29-30
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:32-33
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:35-36
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:38-39
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:41-42
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Frames:44-45
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
1 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
0 |
3 |
4 |
50 |
50 |
270 |
Electric |
Shock |
4 |
3 |
4 |
|
Scripts
Main
- AsyncWait(13.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
- Subroutine(0xac20)
- ChangeHurtBoxStateSpecific { bone: 28, state: IntangibleFlashing }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- loop 11 times:
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 270, wdsk: 0, kbg: 50, shield_damage: 4, bkb: 50, size: 9.0, x_offset: 0.0, y_offset: 1.2, z_offset: -7.1936, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 270, wdsk: 0, kbg: 50, shield_damage: 4, bkb: 50, size: 9.0, x_offset: 0.0, y_offset: 1.2, z_offset: 7.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 270, wdsk: 0, kbg: 50, shield_damage: 4, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- SyncWait(1.0)
- AsyncWait(50.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
- UnchangeHurtBoxStateSpecific
- AsyncWait(70.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
- AsyncWait(12.0)
- loop 30 times:
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: 0.0, y_offset: 15.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 60.0, random_y_offset: 20.0, random_z_offset: 60.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
- SyncWait(2.0)
SFX
- SoundVoiceLow
Other
- Armor { armor_type: Unknown(4), tolerance: 80.0 }
- AsyncWait(13.0)
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
- RumbleLoop { unk1: 8, unk2: 25 }
- loop 7 times:
- SoundEffect1(6622)
- SyncWait(5.0)
- AsyncWait(50.0)
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }