PM3.6 - Giga Bowser - Subaction - AttackAirN
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6 |
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50 |
Stats
IASA: |
None |
Auto Cancel Window: |
1-4, 41-50 |
Auto Cancel Lag: |
2 |
Landing Lag: |
30 |
Landing Lag (L-Cancel): |
15 |
Partially Intangible: |
5-37 |
Hitboxes active: |
6-7, 10-11, 14-15, 18-19, 22-23 |
Hitbox set 0 hits: |
6, 10, 14, 18, 22 |
Subaction Index: |
0x62 |
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:6-7
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
100 |
50 |
361 |
Normal |
Kick |
2 |
6 |
12 |
|
0 |
1 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
0 |
2 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
Frames:10-11
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
100 |
50 |
361 |
Normal |
Kick |
2 |
6 |
12 |
|
0 |
1 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
0 |
2 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
Frames:14-15
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
100 |
50 |
361 |
Normal |
Kick |
2 |
6 |
12 |
|
0 |
1 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
0 |
2 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
Frames:18-19
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
100 |
50 |
361 |
Normal |
Kick |
2 |
6 |
12 |
|
0 |
1 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
0 |
2 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
Frames:22-23
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
100 |
50 |
361 |
Normal |
Kick |
2 |
6 |
12 |
|
0 |
1 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
0 |
2 |
3 |
0 |
0 |
361 |
Electric |
Shock |
0 |
3 |
0 |
|
Scripts
Main
- AsyncWait(4.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
- Subroutine(0xac20)
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 85 }
- SyncWait(1.0)
- loop 5 times:
- CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 100, size: 16.5, x_offset: 0.0, y_offset: 4.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 15.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 15.0, z_offset: -12.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- SyncWait(2.0)
- AsyncWait(37.0)
- Armor { armor_type: None, tolerance: 0.0 }
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
- UnchangeHurtBoxStateSpecific
- AsyncWait(40.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
- AsyncWait(4.0)
- loop Infinite times:
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: 0.0, y_offset: 24.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 60.0, random_y_offset: 20.0, random_z_offset: 60.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
- SyncWait(2.0)
- Goto(0x9019c168)
SFX
- SoundVoiceLow
- SyncWait(5.0)
- loop 3 times:
- SyncWait(8.0)
- SoundEffect1(6621)
- SyncWait(5.0)
- SoundEffect1(6622)
Other
- AsyncWait(4.0)
- RumbleLoop { unk1: 8, unk2: 25 }
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
- AsyncWait(8.0)
- RemoveFlashEffect
- Armor { armor_type: Unknown(4), tolerance: 40.0 }
- AsyncWait(37.0)
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }