PM3.6 - Bowser - Subaction - SwingDash_2

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 |

Stats

IASA: None
Hitboxes active: 8-20
Hitbox set 0 hits: 8
Subaction Index: 0x132

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 WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 6 80 50 70 120 Normal Paper 40 4 4

Frames:13-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 4 80 50 70 120 Normal Paper 40 3 4

Scripts

Main

  1. BeamSwordTrail { unk: 1 }
  2. AsyncWait(7.0)
  3. Subroutine(External: gameAnimCmd_HarisenSwingDashCommon)
  4. MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 60, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
  5. AsyncWait(12.0)
  6. Subroutine(External: gameAnimCmd_HarisenSwingDashCommon2)
  7. AsyncWait(20.0)
  8. DeleteAllHitBoxes
  9. BeamSwordTrail { unk: 3 }

GFX

    SFX

      Other

      1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
      2. AsyncWait(7.0)
      3. Rumble { unk1: 13, unk2: 0 }
      4. AsyncWait(40.0)
      5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }