PM3.6 - Giga Bowser - Subaction - Attack11

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Stats

IASA: 20
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x48

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 7 20 100 68 Slash Slash 8 5 5
0 1 7 20 100 68 Slash Slash 8 5 5
0 2 7 20 100 68 Slash Slash 8 5 5
0 3 7 20 100 68 Slash Slash 8 5 5
0 4 7 20 100 68 Slash Slash 8 5 5

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(7.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 68, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 20, size: 8.0, x_offset: 6.0, y_offset: 0.0, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 68, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 20, size: 8.0, x_offset: 8.0, y_offset: 0.0, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 68, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 20, size: 8.0, x_offset: 4.0, y_offset: 0.0, 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: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 68, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 20, size: 9.0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.2, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 68, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 20, size: 6.4, x_offset: 0.0, y_offset: 0.0, z_offset: -6.0, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(10.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  13. AsyncWait(19.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 47.0, y_offset: 9.0, z_offset: 0.0, x_rotation: -160.0, y_rotation: -30.0, 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 })
  3. Subroutine(0x9019d080)

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(6625)
  3. SoundEffect1(6621)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }