PM3.6 - Giga Bowser - Subaction - LandingHeavy

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Stats

IASA: 11
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x32

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 1 6 40 100 270 Normal Kick 4 4 4
0 2 6 40 100 270 Normal Kick 4 4 4
0 3 6 40 100 270 Normal Kick 4 4 4

Scripts

Main

  1. if ((InternalConstantInt(PreviousAction) GreaterThan scalar(65)))
    1. IfStatementAnd ((InternalConstantInt(PreviousAction) LessThan scalar(75)))
    2. Armor { armor_type: Unknown(4), tolerance: 40.0 }
    3. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  2. else
    1. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 2.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 2.0, 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: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 2.0, z_offset: -8.9984, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes

GFX

  1. SyncWait(0.1)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, 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(6.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 8, 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: 0.8, 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(4.0)
  2. SoundEffectOther1(6662)
  3. SoundEffect1(6699)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 2 }
  3. AsyncWait(5.0)
  4. Rumble { unk1: 14, unk2: 0 }