Brawl - Captain Falcon - Subaction - Attack13

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Stats

IASA: 33
Hitboxes active: 6-9
Hitbox set 0 hits: 6
Subaction Index: 0x4a

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 Shieldstun Hitlag Targets
0 0 6 10 50 70 Normal Kick 4 5
0 1 6 10 50 70 Normal Kick 4 5
0 2 6 10 50 70 Normal Kick 4 5

Frames:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 0 70 361 Normal Kick 4 4
0 1 5 0 70 361 Normal Kick 4 4
0 2 5 0 70 361 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 10, size: 6.2, x_offset: 0.0, y_offset: 4.4, 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: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 10, size: 3.5, x_offset: 0.0, y_offset: 0.0, 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: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 10, size: 4.3, x_offset: 4.4, y_offset: 0.0, 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: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(7.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 4.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 4.4, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(9.0)
  10. DeleteAllHitBoxes
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  12. AsyncWait(11.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  14. AsyncWait(32.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, 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: 1.0, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(3595)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(31.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }