PM3.02 - Bowser - Subaction - SpecialLwLanding

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Stats

IASA: None
Hitboxes active: 1-4
Hitbox set 0 hits: 1
Subaction Index: 0x1d8

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:1-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 10 0 120 65 270 Slash Unknown(64) 1.25 6 7
0 1 7 0 100 50 270 Slash Unknown(64) 0.75 5 3
0 2 7 0 100 50 270 Slash Unknown(64) 0.75 5 3
0 3 4 100 0 100 270 Slash Unknown(64) 0.75 3 3
0 4 4 100 0 100 270 Slash Unknown(64) 0.75 3 3

Scripts

Main

  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 270, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 120, size: 12.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  2. Subroutine(0x22ed8)
  3. SyncWait(4.0)
  4. DeleteAllHitBoxes
  5. Armor { armor_type: None, tolerance: 0.0 }

GFX

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  2. SyncWait(1.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 57, 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: false })
  4. GraphicEffect(GraphicEffect { graphic: 42, 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: 1.7, 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: false })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: false })
  6. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
  7. SyncWait(3.0)
  8. RemoveFlashEffect
  9. SyncWait(1.0)

SFX

  1. SoundEffect1(78)
  2. SoundEffect1(80)
  3. AsyncWait(2.0)
  4. SoundEffectStop(3845)
  5. SoundEffect1(3846)
  6. SoundEffect1(3810)
  7. SyncWait(38.0)
  8. SoundEffect1(3850)
  9. SyncWait(10.0)
  10. SoundEffect1(3848)

Other

  1. ScreenShake { magnitude: 2 }
  2. Rumble { unk1: 14, unk2: 0 }
  3. SyncWait(1.0)
  4. ScreenShake { magnitude: 2 }
  5. SyncWait(1.0)
  6. ScreenShake { magnitude: 2 }
  7. SyncWait(1.0)
  8. ScreenShake { magnitude: 2 }
  9. AsyncWait(39.0)
  10. SlopeContourStand { leg_bone_parent: 6 }