PM3.6 - Bowser - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 1-4
Hitboxes active: 5-39
Hitbox set 0 hits: 5
Subaction Index: 0x1d4

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 70 85 80 Slash Burn 3 7 7

Frames:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 10 90 65 80 Slash Burn 3 6 6
0 1 10 90 65 80 Slash Burn 3 6 6
0 2 10 90 65 80 Slash Burn 3 6 6

Frames:12-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 60 60 70 Slash Slash 5 5
0 1 8 60 60 70 Slash Slash 5 5

Frames:24-39

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 40 50 60 Slash Slash 4 4
0 1 6 40 50 60 Slash Slash 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. LedgeGrabEnable(Disable)
  3. AsyncWait(4.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  5. ChangeHurtBoxStateAll { state: Normal }
  6. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 3, bkb: 70, size: 8.5, x_offset: 0.0, y_offset: 7.56, z_offset: 1.0, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  8. LedgeGrabEnable(EnableInFrontAndBehind)
  9. AsyncWait(6.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  11. AsyncWait(7.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 65, shield_damage: 3, bkb: 90, size: 6.3, x_offset: 0.0, y_offset: 7.56, z_offset: 1.5, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 65, shield_damage: 3, bkb: 90, size: 5.85, x_offset: 0.0, y_offset: 6.75, z_offset: -4.73, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 65, shield_damage: 3, bkb: 90, size: 5.85, x_offset: 0.0, y_offset: 6.75, z_offset: 7.56, 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: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  16. SyncWait(4.0)
  17. DeleteHitBox(2)
  18. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 6.003, x_offset: 0.0, y_offset: 6.84, z_offset: -3.78, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 6.003, x_offset: 0.0, y_offset: 6.84, z_offset: 7.56, 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. SyncWait(4.0)
  19. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 6.003, x_offset: 0.0, y_offset: 6.84, z_offset: -3.7802668, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, 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(6.0), trajectory: 60, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 6.003, x_offset: 0.0, y_offset: 6.84, z_offset: 7.56, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
  20. DeleteAllHitBoxes
  21. AsyncWait(50.0)
  22. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  23. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  24. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  25. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  26. AsyncWait(81.0)
  27. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 12.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0499834, 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. 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: 1.2, 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. AsyncWait(7.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 3, 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: 1.1, randomize: None, terminate_with_animation: true })
  7. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
    2. SyncWait(2.0)
  8. 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: 1.2, 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 })
  9. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
    2. SyncWait(2.0)
  10. 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: 1.2, 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 })
  11. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
    2. SyncWait(2.0)
  12. AsyncWait(52.0)
  13. 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 })

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(3755)
  3. SyncWait(5.0)
  4. SoundEffect1(3756)
  5. SyncWait(5.0)
  6. SoundEffect1(3757)
  7. SyncWait(5.0)
  8. SoundEffect1(3758)
  9. SyncWait(5.0)
  10. SoundEffect1(3759)
  11. SyncWait(5.0)
  12. SoundEffect1(3759)
  13. SyncWait(5.0)
  14. SoundEffect1(3758)
  15. SyncWait(5.0)
  16. SoundEffect1(3757)
  17. SyncWait(5.0)
  18. SoundEffect1(3756)
  19. SyncWait(10.0)
  20. SoundEffect1(3850)
  21. SyncWait(5.0)
  22. SoundEffect1(3848)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 2, unk2: 50 }
  4. AsyncWait(5.0)
  5. ItemVisibility(false)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(7.0)
  8. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  9. AsyncWait(49.0)
  10. ItemVisibility(true)
  11. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  12. AsyncWait(51.0)
  13. Rumble { unk1: 4, unk2: 0 }
  14. AsyncWait(52.0)
  15. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }