PM3.6 - Giga Bowser - Subaction - AttackLw4

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Stats

IASA: 64
Partially Intangible: 10-44
Hitboxes active: 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31
Hitbox set 0 hits: 10, 13, 16, 19, 22, 25, 28, 31
Subaction Index: 0x60

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:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:19-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:22-23

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:25-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frames:28-29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 40 100 190 Normal Slash true 1 1 2 false false 2 3
0 1 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 2 2 0 40 100 150 Normal Slash true 1 1 2 false false 2 3
0 3 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0
0 4 0 60 0 100 150 Normal Unique false 0 0 0 true true 1 0

Frame:31

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 100 40 90 Freezing Burn 7 7

Scripts

Main

  1. AsyncWait(9.0)
  2. Subroutine(0xac20)
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 190, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 40, size: 12.8, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, 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 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 40, size: 10.8, x_offset: 0.0, y_offset: 6.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, 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 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 0, kbg: 100, shield_damage: 2, bkb: 40, size: 10.8, x_offset: 0.0, y_offset: 6.0, z_offset: -5.000533, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, 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 })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(0.0), trajectory: 150, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 10.5, x_offset: 0.0, y_offset: 8.0, z_offset: 24.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
    5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(0.0), trajectory: 150, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 10.5, x_offset: 0.0, y_offset: 8.0, z_offset: -24.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
    6. SyncWait(2.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 90, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 100, size: 18.0, x_offset: 0.0, y_offset: 6.72, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(44.0)
  9. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  10. UnchangeHurtBoxStateSpecific
  11. AsyncWait(63.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, 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: 1.5, 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(7.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 6, 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: 0.75, randomize: None, terminate_with_animation: true })
  5. AsyncWait(9.0)
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  7. loop 7 times:
    1. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 120 }
    2. SyncWait(1.0)
    3. RemoveFlashEffect
    4. SyncWait(2.0)
  8. Armor { armor_type: None, tolerance: 0.0 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(6733)
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffectTransient(6614)
  7. SyncWait(7.0)
  8. SoundEffect1(6622)
  9. SyncWait(6.0)
  10. SoundEffect1(6622)
  11. SyncWait(8.0)
  12. SoundEffect1(6622)
  13. SyncWait(15.0)
  14. SoundEffect1(6622)
  15. SyncWait(14.0)
  16. SoundEffect1(6616)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. RumbleLoop { unk1: 2, unk2: 40 }
  4. AsyncWait(9.0)
  5. ScreenShake { magnitude: 0 }
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(16.0)
  8. ScreenShake { magnitude: 0 }
  9. AsyncWait(25.0)
  10. ScreenShake { magnitude: 0 }
  11. AsyncWait(38.0)
  12. ScreenShake { magnitude: 0 }
  13. AsyncWait(44.0)
  14. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }