PM3.02 - Giga Bowser - Subaction - AttackHi4

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Stats

IASA: 44
Hitboxes active: 8-12, 22-26
Hitbox set 0 hits: 8, 22
Subaction Index: 0x5d

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:8-12

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 26 50 70 90 Electric Kick 20 13 11
0 1 24 50 70 90 Electric Kick 20 12 10

Frames:22-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 12 0 60 100 270 Bury Kick true 1 1 20 false false 7 6
0 1 12 0 60 100 74 Normal Kick true 1 1 20 false false 7 6
0 2 12 0 60 100 74 Normal Kick true 1 1 20 false false 7 6
0 3 0 60 0 100 55 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 55 Normal Unique false 0 0 0 true true 1 0

Scripts

Main

  1. AsyncWait(7.0)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  3. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(26.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 20, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0010667, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(24.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 20, bkb: 50, size: 15.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  7. AsyncWait(12.0)
  8. DeleteAllHitBoxes
  9. Armor { armor_type: Unknown(4), tolerance: 40.0 }
  10. AsyncWait(21.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 20, bkb: 60, size: 12.0, x_offset: 0.0, y_offset: 6.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 74, wdsk: 0, kbg: 100, shield_damage: 20, bkb: 60, size: 9.0, x_offset: 0.0, y_offset: 3.0, z_offset: 21.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 74, wdsk: 0, kbg: 100, shield_damage: 20, bkb: 60, size: 9.0, x_offset: 0.0, y_offset: 3.0, z_offset: -16.9984, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(0.0), trajectory: 55, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 10.5, x_offset: 0.0, y_offset: 3.0, z_offset: 34.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, 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: true, unk5: true, flinchless: true })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(0.0), trajectory: 55, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 10.5, x_offset: 0.0, y_offset: 3.0, z_offset: -29.000534, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, 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: true, unk5: true, flinchless: true })
  16. AsyncWait(26.0)
  17. Armor { armor_type: None, tolerance: 0.0 }
  18. DeleteAllHitBoxes
  19. AsyncWait(43.0)
  20. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 41, 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: 2.0, 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: true })
  3. AsyncWait(6.0)
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: 0.0, y_offset: 35.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 60.0, random_y_offset: 10.0, random_z_offset: 0.0, 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: 0.0, y_offset: 35.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 30.0, random_y_offset: 20.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    3. SyncWait(2.0)
  5. AsyncWait(20.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 8, 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: 0.8, 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: true })
  7. 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: true })

SFX

  1. SoundEffectStop(105)
  2. SoundEffect1(6732)
  3. AsyncWait(6.0)
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffect1(55)
  7. SyncWait(1.0)
  8. SoundEffect1(6659)
  9. SyncWait(1.0)
  10. SoundEffect1(106)
  11. SyncWait(1.0)
  12. SoundEffect1(107)
  13. SyncWait(10.0)
  14. SoundEffectStop(55)
  15. SoundEffect1(6661)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 14, unk2: 0 }
  6. loop 2 times:
    1. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)
  7. AsyncWait(17.0)
  8. SlopeContourStand { leg_bone_parent: 6 }
  9. AsyncWait(20.0)
  10. ScreenShake { magnitude: 2 }
  11. Rumble { unk1: 19, unk2: 0 }