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

  1. AsyncWait(13.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  3. AsyncWait(14.0)
  4. 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 })
  5. 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 })
  6. SyncWait(5.0)
  7. Armor { armor_type: None, tolerance: 0.0 }
  8. DeleteAllHitBoxes
  9. AsyncWait(51.0)
  10. AllowInterrupts

GFX

    SFX

    1. SoundEffectStop(105)
    2. SyncWait(13.0)
    3. SoundEffect1(167)
    4. SoundEffect1(55)
    5. SyncWait(1.0)
    6. SoundEffect1(1452)
    7. SoundEffect1(3845)
    8. SoundEffect1(55)
    9. SoundEffect1(114)
    10. SoundEffect1(115)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(14.0)
    3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
    4. AsyncWait(16.0)
    5. Rumble { unk1: 19, unk2: 0 }
    6. ScreenShake { magnitude: 2 }
    7. AsyncWait(47.0)
    8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }