PM3.6 - Giga Bowser - Subaction - AttackAirN

| 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 | 47 | 48 | 49 | 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

  1. AsyncWait(4.0)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. Subroutine(0xac20)
  4. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 200.0 }
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 85 }
  7. SyncWait(1.0)
  8. loop 5 times:
    1. 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 })
    2. 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 })
    3. 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 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(2.0)
  9. AsyncWait(37.0)
  10. Armor { armor_type: None, tolerance: 0.0 }
  11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  12. UnchangeHurtBoxStateSpecific
  13. AsyncWait(40.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(4.0)
  2. loop Infinite times:
    1. 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 })
    2. SyncWait(2.0)
  3. Goto(0x9019c168)

SFX

  1. SoundVoiceLow
  2. SyncWait(5.0)
  3. loop 3 times:
    1. SyncWait(8.0)
    2. SoundEffect1(6621)
    3. SyncWait(5.0)
    4. SoundEffect1(6622)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 8, unk2: 25 }
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. AsyncWait(8.0)
  5. RemoveFlashEffect
  6. Armor { armor_type: Unknown(4), tolerance: 40.0 }
  7. AsyncWait(37.0)
  8. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }