Brawl - Captain Falcon - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 14-30
Hitbox set 0 hits: 14
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.

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xcf
0 1 Grab set action: 0xcf
0 2 10 30 100 70 Normal Burn AD false 6 6

Frames:15-30

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xcf
0 2 10 30 100 70 Normal Burn AD false 6 6

Scripts

Main

  1. AsyncWait(12.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. SyncWait(1.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.5, x_offset: 0.0, y_offset: 12.0, z_offset: 7.0, set_action: 207, target: AerialAndGrounded, unk: Some(2) })
  6. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 5.5, x_offset: 0.0, y_offset: 8.8, z_offset: 13.65, set_action: 207, target: GroundedOnly, unk: Some(2) })
  7. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 0, kbg: 50, wdsk: 0, bkb: 70, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 16.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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: false, unk5: false, flinchless: false })
  9. SyncWait(1.0)
  10. DeleteGrabBox(1)
  11. AsyncWait(18.0)
  12. LedgeGrabEnable(EnableInFront)
  13. AsyncWait(30.0)
  14. DeleteAllGrabBoxes
  15. DeleteAllHitBoxes
  16. AsyncWait(35.0)
  17. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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 })
  2. AsyncWait(14.0)
  3. GraphicEffect(GraphicEffect { graphic: 0, 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, 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 })
  4. loop 7 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 100, blue: 0, alpha: 90 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(3571)
  3. SyncWait(2.0)
  4. SoundEffect1(3487)
  5. SyncWait(10.0)
  6. SoundEffect1(3570)
  7. SyncWait(10.0)
  8. SoundEffectStop(3551)
  9. SyncWait(1.0)
  10. SyncWait(16.0)
  11. SoundEffect1(3585)
  12. SyncWait(16.0)
  13. SoundEffect1(111)

Other

  1. AsyncWait(3.0)
  2. Rumble { unk1: 13, unk2: 0 }