PM3.02 - Giga Bowser - Subaction - AttackAirB

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |

Stats

IASA: None
Auto Cancel Window: 1-8, 45-50
Auto Cancel Lag: 2
Landing Lag: 46
Landing Lag (L-Cancel): 23
Hitboxes active: 9-25
Hitbox set 0 hits: 9
Subaction Index: 0x64

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 19 25 72 24 Electric Shock 7 10 9

Frames:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 19 25 72 24 Electric Shock 7 10 9
0 1 14 25 72 361 Slash Punch 7 8 7

Frames:12-25

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 1 14 25 72 361 Slash Punch 7 8 7

Scripts

Main

  1. AsyncWait(8.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  4. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 85 }
  5. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 24, wdsk: 0, kbg: 72, shield_damage: 7, bkb: 25, size: 9.7, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 72, shield_damage: 7, bkb: 25, size: 15.5, x_offset: 0.0, y_offset: 2.4, z_offset: 1.92, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteHitBox(0)
  10. Armor { armor_type: Unknown(4), tolerance: 40.0 }
  11. RemoveFlashEffect
  12. AsyncWait(25.0)
  13. Armor { armor_type: None, tolerance: 0.0 }
  14. DeleteAllHitBoxes
  15. AsyncWait(44.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. Goto(0x9019c168)

SFX

  1. SoundVoiceLow
  2. SyncWait(8.0)
  3. SoundEffect1(55)
  4. Rumble { unk1: 18, unk2: 0 }
  5. SyncWait(4.0)
  6. SoundEffect1(115)
  7. SyncWait(5.0)
  8. SoundEffect1(114)

Other

  1. AsyncWait(3.0)
  2. loop 9 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: -21.0, y_offset: 28.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 12.0, random_y_offset: 30.0, random_z_offset: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: -21.0, y_offset: 28.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 6.0, random_y_offset: 15.0, random_z_offset: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    3. SyncWait(1.0)
  3. Rumble { unk1: 18, unk2: 0 }