PM3.02 - Bowser - Subaction - AttackDash

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Stats

IASA: 51
Hitboxes active: 10-17, 22-29
Hitbox set 0 hits: 10, 22
Subaction Index: 0x4e

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 12 120 43 80 Normal Burn 1 7 6
0 1 12 120 43 80 Normal Burn 1 7 6

Frames:14-17

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 80 30 80 Normal Burn 1 5 5
0 1 8 80 30 80 Normal Burn 1 5 5

Frames:22-29

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 80 40 65 Normal Burn 1 4 4
0 1 5 80 40 65 Normal Burn 1 4 4

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  2. AsyncWait(9.0)
  3. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 43, shield_damage: 1, bkb: 120, size: 8.0, x_offset: -2.0, y_offset: 1.0, z_offset: 1.1, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 43, shield_damage: 1, bkb: 120, size: 8.0, x_offset: 0.0, y_offset: 1.0, z_offset: -2.0, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. Armor { armor_type: None, tolerance: 0.0 }
  8. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 1, bkb: 80, size: 7.5, x_offset: -2.0, y_offset: 1.0, z_offset: 1.1, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 1, bkb: 80, size: 6.5, x_offset: 0.0, y_offset: 1.0, z_offset: -2.0, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  10. AsyncWait(17.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(21.0)
  13. Subroutine(0x25e4c)
  14. AsyncWait(53.0)
  15. AllowInterrupts
  16. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

  1. AsyncWait(9.0)
  2. loop 1 times:
    1. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)
  3. AsyncWait(10.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, 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: 0.75, 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 })
  5. AsyncWait(28.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: -10.0, 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 })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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: 1.2, 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: true })

SFX

  1. SoundVoiceLow
  2. SyncWait(9.0)
  3. SoundEffect1(55)
  4. SoundEffect1(55)
  5. SoundEffect1(167)
  6. SoundEffect1(3845)
  7. SyncWait(5.0)
  8. SoundEffect1(114)
  9. SyncWait(1.0)
  10. SoundEffect1(115)
  11. SyncWait(15.0)
  12. SoundEffect1(3752)
  13. SyncWait(25.0)
  14. SoundEffectOther1(3810)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(28.0)
  5. ScreenShake { magnitude: 2 }
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(50.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }