PM3.02 - Bowser - Subaction - AttackS4S_1
            
            
            
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            Stats
            
                
                    | IASA: | 52 | 
                
                    | Hitboxes active: | 15-19 | 
                
                    | Hitbox set 0 hits: | 15 | 
                
                    | Subaction Index: | 0x58 | 
            
            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:15-19
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Angle Flip | Hitlag Mult | Shield Dmg | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 26 | 50 | 100 | 361 | Flame | MagicZap | AD | 1.5 | 30 | 13 | 17 |            | 
                            
                            | 0 | 1 | 26 | 50 | 100 | 60 | Flame | Kick | AP | 1.5 | 30 | 13 | 17 |            | 
                
             
            Scripts
            Main
            - AsyncWait(13.0)
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
- AsyncWait(14.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(26.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 30, bkb: 50, size: 7.75, x_offset: 0.5, y_offset: -0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
- CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(26.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 30, bkb: 50, size: 7.5, x_offset: 1.5, y_offset: 3.5, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(5.0)
- Armor { armor_type: None, tolerance: 0.0 }
- DeleteAllHitBoxes
- AsyncWait(51.0)
- AllowInterrupts
GFX
            
SFX
            - SoundEffectStop(105)
- SyncWait(13.0)
- SoundEffect1(167)
- SoundEffect1(55)
- SyncWait(1.0)
- SoundEffect1(1452)
- SoundEffect1(3845)
- SoundEffect1(55)
- SoundEffect1(114)
- SoundEffect1(115)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(14.0)
- SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
- AsyncWait(16.0)
- Rumble { unk1: 19, unk2: 0 }
- ScreenShake { magnitude: 2 }
- AsyncWait(47.0)
- SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }