PM3.6 - Bowser - Subaction - AttackAirLw

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Stats

IASA: 59
Auto Cancel Window: 1-10, 53-61
Auto Cancel Lag: 6
Landing Lag: 40
Landing Lag (L-Cancel): 20
Hitboxes active: 11-12, 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38-42
Hitbox set 0 hits: 11, 14, 17, 20, 23, 26, 29, 32, 35, 38
Subaction Index: 0x66

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:11-12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:23-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:26-27

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:29-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:32-33

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:35-36

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 50 0 100 240 Slash Slash 2 2 3
0 1 2 50 0 100 240 Slash Slash 2 2 3
0 2 2 25 0 100 80 Slash Slash 2 2 3

Frames:38-42

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 3 30 60 270 Slash Kick 4 3 3
0 1 3 30 60 270 Slash Kick 4 3 3
0 2 3 30 60 270 Slash Kick 4 3 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.3333, unk: 0 }
  2. AsyncWait(13.0)
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. loop 9 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 240, wdsk: 50, kbg: 100, shield_damage: 2, bkb: 0, size: 5.85, x_offset: 0.0, y_offset: 5.85, z_offset: 5.85, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 240, wdsk: 50, kbg: 100, shield_damage: 2, bkb: 0, size: 5.85, x_offset: 0.0, y_offset: 5.85, z_offset: -5.85, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 25, kbg: 100, shield_damage: 2, bkb: 0, size: 8.2, x_offset: 0.0, y_offset: 1.35, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 60, shield_damage: 4, bkb: 30, size: 5.85, x_offset: 0.0, y_offset: 5.85, z_offset: 5.85, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 60, shield_damage: 4, bkb: 30, size: 5.85, x_offset: 0.0, y_offset: 5.85, z_offset: -5.85, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 60, shield_damage: 4, bkb: 30, size: 9.38, x_offset: 0.0, y_offset: 1.35, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. Armor { armor_type: None, tolerance: 0.0 }
  11. SyncWait(4.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(49.0)
  14. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  15. AsyncWait(69.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AsyncWait(77.0)
  18. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. SyncWait(13.0)
  2. loop 7 times:
    1. SoundEffect1(115)
    2. SoundEffect1(55)
    3. SoundEffect1(3754)
    4. SyncWait(5.0)

Other

  1. AsyncWait(13.0)
  2. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  3. ItemVisibility(false)
  4. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  5. RumbleLoop { unk1: 3, unk2: 25 }
  6. AsyncWait(14.0)
  7. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 5.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.25, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 5.0, random_y_rotation: 5.0, random_z_rotation: 5.0 }), terminate_with_animation: true })
    2. SyncWait(8.0)
  8. AsyncWait(49.0)
  9. ItemVisibility(true)
  10. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }