PM3.6 - Bowser - Subaction - AttackLw4

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Stats

IASA: 53
Hitboxes active: 4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22
Hitbox set 0 hits: 4, 7, 10, 13, 16, 19, 22
Subaction Index: 0x60

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frames:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frames:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frames:16-17

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 40 50 150 Slash Slash 3 2 3
0 1 2 40 50 150 Slash Slash 3 2 3
0 2 2 40 50 190 Slash Slash 3 2 3
0 3 2 40 50 190 Slash Slash 3 2 3

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 75 150 125 Slash Burn 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 3.0, unk: 0 }
  2. AsyncWait(9.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. Subroutine(0x23910)
  5. Subroutine(0x2d680)
  6. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  7. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 0, kbg: 50, shield_damage: 3, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: -7.245, z_offset: -9.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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: 5, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 0, kbg: 50, shield_damage: 3, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: -7.245, z_offset: 11.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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: 5, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 190, wdsk: 0, kbg: 50, shield_damage: 3, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 1.935, z_offset: 7.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 190, wdsk: 0, kbg: 50, shield_damage: 3, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 1.935, z_offset: -5.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 125, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 75, size: 12.5, x_offset: 0.0, y_offset: 8.729983, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. RemoveFlashEffect
  11. Armor { armor_type: None, tolerance: 0.0 }
  12. DeleteAllHitBoxes
  13. AsyncWait(43.0)
  14. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  15. AsyncWait(58.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.5, 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 })
  3. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 1.0, 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 })
    2. SyncWait(3.0)
  4. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.25, 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. loop 6 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
    2. SyncWait(3.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. SoundVoiceLow
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffectTransient(3762)
  7. SoundEffect1(3759)
  8. SyncWait(7.0)
  9. SoundEffect1(3750)
  10. SoundEffect1(3757)
  11. SyncWait(6.0)
  12. SoundEffect1(3750)
  13. SoundEffect1(3758)
  14. SyncWait(8.0)
  15. SoundEffect1(3750)
  16. SoundEffect1(3755)
  17. SyncWait(15.0)
  18. SoundEffect1(3750)
  19. SoundEffect1(3756)
  20. SyncWait(14.0)
  21. SoundEffect1(3744)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  4. ScreenShake { magnitude: 1 }
  5. AsyncWait(7.0)
  6. RumbleLoop { unk1: 2, unk2: 35 }
  7. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  8. ScreenShake { magnitude: 1 }
  9. AsyncWait(9.0)
  10. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  11. ItemVisibility(false)
  12. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  13. ScreenShake { magnitude: 1 }
  14. AsyncWait(43.0)
  15. ItemVisibility(true)
  16. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  17. AsyncWait(55.0)
  18. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }