PM3.6 - Giga Bowser - Subaction - SpecialLw

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Stats

IASA: None
Hitboxes active: 38-40
Hitbox set 0 hits: 38
Subaction Index: 0x1d6

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:38-39

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Freeze frame disable Shieldstun Hitlag Targets
0 0 29 60 81 90 Normal MagicZap 2 15 true 14 25

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  2. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
  3. AsyncWait(5.0)
  4. RemoveFlashEffect
  5. Armor { armor_type: None, tolerance: 0.0 }
  6. AsyncWait(11.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  8. AsyncWait(15.0)
  9. EnableInterruptGroup(AirJump)
  10. AsyncWait(24.0)
  11. DisableInterruptGroup(AirJump)
  12. AsyncWait(37.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(29.0), trajectory: 90, wdsk: 0, kbg: 81, shield_damage: 15, bkb: 60, size: 14.4, x_offset: 0.0, y_offset: 23.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, 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: false, flinchless: false })
  15. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  16. loop 20 times:
    1. FlashEffectOverlay { red: 255, green: 51, blue: 0, alpha: 75 }
    2. SyncWait(2.0)
    3. RemoveFlashEffect
    4. SyncWait(1.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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: 2.0, 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: false })
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, 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: 2.0, 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: false })
  4. AsyncWait(38.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 4, 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: 2.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(10.0)
  2. SoundEffect1(6695)
  3. SoundEffect1(6678)
  4. Subroutine(0x1a308)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(11.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(15.0)
  5. SlopeContourStand { leg_bone_parent: 0 }