PM3.6 - Giga Bowser - Subaction - LandingAirLw

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Stats

IASA: 41
Partially Intangible: 1-36
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x6b

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 60 80 361 Electric Shock 6 6
0 1 10 60 80 361 Electric Shock 6 6

Scripts

Main

  1. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. Subroutine(0xac20)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 12.0, x_offset: 0.0, y_offset: 6.0, z_offset: -11.997867, tripping_rate: 0.0, hitlag_mult: 1.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 12.0, x_offset: 0.0, y_offset: 6.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(36.0)
  9. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  10. UnchangeHurtBoxStateSpecific

GFX

  1. SyncWait(0.1)
  2. GraphicEffect(GraphicEffect { graphic: 42, 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: 1.2, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 15, 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: 1.2, 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 })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(6623)
  3. SyncWait(15.0)
  4. SoundEffect1(6616)
  5. SyncWait(6.0)
  6. SoundEffect1(6661)

Other

  1. Rumble { unk1: 14, unk2: 0 }
  2. ScreenShake { magnitude: 2 }
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  5. AsyncWait(20.0)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }