Brawl - Captain Falcon - Subaction - SpecialAirSStart

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Stats

IASA: None
Hitboxes active: 19-35
Hitbox set 0 hits: 19
Subaction Index: 0x1d4

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:19-35

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldable Shieldstun Hitlag Targets
0 0 0 0 0 361 None Burn AD false 1 3
0 1 0 0 0 361 None Burn AD false 1 3
0 2 0 0 0 361 None Burn AD false 1 3

Scripts

Main

  1. AsyncWait(18.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 6.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 13.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: -1.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  6. AsyncWait(30.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  8. AsyncWait(35.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  10. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 6, bone: 32, 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: None, terminate_with_animation: true })
  2. AsyncWait(15.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, 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(3.0)
  2. SoundEffect1(3585)
  3. SyncWait(15.0)
  4. SoundEffect1(3586)

Other

  1. AsyncWait(18.0)
  2. Rumble { unk1: 13, unk2: 0 }