PM3.02 - Bowser - Subaction - AttackLw31

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Stats

IASA: 35
Partially Intangible: 10-13
Hitboxes active: 10-13
Hitbox set 0 hits: 10
Subaction Index: 0x55

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 Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 12 48 78 55 Normal Punch 0.85 6 7 5
0 1 12 48 78 55 Normal Punch 0.85 6 7 5
0 2 13 48 90 55 Slash Slash 0.85 6 7 6
0 3 13 48 90 55 Slash Slash 0.85 6 7 6

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  2. AsyncWait(7.0)
  3. Armor { armor_type: None, tolerance: 0.0 }
  4. AsyncWait(9.0)
  5. ChangeHurtBoxStateSpecific { bone: 62, state: IntangibleFlashing }
  6. ChangeHurtBoxStateSpecific { bone: 61, state: IntangibleFlashing }
  7. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 78, shield_damage: 6, bkb: 48, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 78, shield_damage: 6, bkb: 48, size: 6.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 90, shield_damage: 6, bkb: 48, size: 7.5, x_offset: -3.5, y_offset: -1.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 90, shield_damage: 6, bkb: 48, size: 6.0, x_offset: 1.0, y_offset: 0.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 0.85, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(4.0)
  12. UnchangeHurtBoxStateSpecific
  13. DeleteAllHitBoxes
  14. FrameSpeedModifier { multiplier: 0.6875, unk: 0 }
  15. loop 21 times:
    1. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. IfStatementOr (BoolIsTrue RandomAccessBool(EnableFastFall))
      3. ChangeSubactionRestartFrame(AttackLw32)
    2. SyncWait(0.5)
  16. AsyncWait(24.0)
  17. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  18. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. Subroutine(0x9019fa90)

SFX

  1. SoundVoiceLow
  2. AsyncWait(9.0)
  3. SoundEffect1(3754)
  4. SoundEffect1(55)
  5. SoundEffect1(55)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }