PM3.6 - Bowser - Subaction - AttackS3S

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Stats

IASA: 35
Partially Intangible: 10-11
Hitboxes active: 10-17
Hitbox set 0 hits: 10
Subaction Index: 0x50

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:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 16 10 92 361 Normal Kick 15 9 8
0 1 16 10 92 361 Normal Kick 15 9 8
0 2 16 10 92 361 Normal Kick 15 9 8

Frames:12-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 0 100 361 Normal Kick 6 6
0 1 10 0 100 361 Normal Kick 6 6
0 2 10 0 100 361 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(9.0)
  2. ChangeHurtBoxStateSpecific { bone: 36, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 92, shield_damage: 15, bkb: 10, size: 6.0, 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: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 92, shield_damage: 15, bkb: 10, size: 4.4, 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: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 92, shield_damage: 15, bkb: 10, size: 5.0, x_offset: 5.9, y_offset: -0.9, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. UnchangeHurtBoxStateSpecific
  8. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.4, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 5.9, y_offset: -0.9, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(6.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(34.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.8, 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 })

SFX

  1. SyncWait(6.0)
  2. SoundEffect1(112)
  3. SyncWait(1.0)
  4. SoundEffect1(113)
  5. SyncWait(1.0)
  6. SoundEffect1(114)
  7. SyncWait(1.0)
  8. SoundEffect1(55)
  9. SoundEffect1(167)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }