P+ - Giga Bowser - Subaction - AttackHi3

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Stats

IASA: 45
Hitboxes active: 8-18
Hitbox set 0 hits: 8
Subaction Index: 0x54

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 85 80 95 Slash Burn 8 7 6
0 1 12 85 80 95 Slash Burn 8 7 6
0 2 17 95 80 80 Darkness Burn 13 9 8

Frames:10-18

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 10 85 80 80 Slash Unknown(64) ADR 1 5 6 6
0 2 15 95 80 90 Darkness Burn AP 1.2 10 8 9

Scripts

Main

  1. AsyncWait(4.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  3. Subroutine(0xcff0)
  4. AsyncWait(7.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 95, wdsk: 0, kbg: 80, shield_damage: 8, bkb: 85, size: 8.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 95, wdsk: 0, kbg: 80, shield_damage: 8, bkb: 85, size: 6.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 35, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 13, bkb: 95, size: 9.0, 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: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(9.0)
  9. DeleteHitBox(1)
  10. Armor { armor_type: None, tolerance: 0.0 }
  11. RemoveFlashEffect
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 85, size: 9.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDirReverse, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 10, bkb: 95, size: 8.2, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  14. AsyncWait(18.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(44.0)
  17. DeleteAllHitBoxes
  18. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 97, bone: 35, 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: 3.21, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 35, 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: 1.28, randomize: None, terminate_with_animation: true })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 7, bone: 41, 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, randomize: None, terminate_with_animation: true })
  6. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 97, bone: 35, 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: 2.14, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 35, 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: 0.86, randomize: None, terminate_with_animation: true })
    3. SyncWait(4.0)

SFX

  1. SoundVoiceLow
  2. SyncWait(3.0)
  3. SoundEffect1(6626)
  4. SoundEffect1(55)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 13, unk2: 0 }