P+ - Giga Bowser - Subaction - SpecialAirHi

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Stats

IASA: None
Hitboxes active: 6-47
Hitbox set 0 hits: 6, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44
Subaction Index: 0x1d5

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 3 90 80 80 Normal Burn 5 3 3

Frames:8-27

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 3 50 50 363 Slash Slash 3 3 3

Frames:28-47

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 50 363 Slash Slash 2 2 3

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 90, size: 17.6, x_offset: 0.0, y_offset: 18.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(6.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  6. AsyncWait(7.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. DeleteAllHitBoxes
  9. LedgeGrabEnable(EnableInFront)
  10. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 363, wdsk: 0, kbg: 50, shield_damage: 3, bkb: 50, size: 16.0, x_offset: 0.0, y_offset: 18.2, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(4.0)
    3. DeleteAllHitBoxes
  11. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 363, wdsk: 0, kbg: 50, shield_damage: 2, bkb: 50, size: 10.8, x_offset: 0.0, y_offset: 19.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(4.0)
    3. DeleteAllHitBoxes
  12. LedgeGrabEnable(EnableInFrontAndBehind)
  13. AsyncWait(50.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  16. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  17. AsyncWait(81.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(6627)
  3. SyncWait(5.0)
  4. SoundEffect1(6628)
  5. SyncWait(5.0)
  6. SoundEffect1(6629)
  7. SyncWait(5.0)
  8. SoundEffect1(6630)
  9. SyncWait(5.0)
  10. SoundEffect1(6631)
  11. SyncWait(5.0)
  12. SoundEffect1(6631)
  13. SyncWait(5.0)
  14. SoundEffect1(6630)
  15. SyncWait(5.0)
  16. SoundEffect1(6629)
  17. SyncWait(5.0)
  18. SoundEffect1(6628)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 2, unk2: 50 }
  4. AsyncWait(6.0)
  5. ItemVisibility(false)
  6. AsyncWait(8.0)
  7. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  8. AsyncWait(80.0)
  9. ItemVisibility(true)