Brawl - Falco - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 1-5, 7, 9, 11, 13, 15, 17, 19
Hitbox set 0 hits: 1, 7, 9, 11, 13, 15, 17, 19
Subaction Index: 0x1dc

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:1-4

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 3 30 50 361 Flame Burn 1.5 3 4

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 30 50 365 Flame Burn 1.5 2 3

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 70 90 361 Flame Kick 1.5 2 3

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 30, size: 5.0, x_offset: -1.5, y_offset: 5.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  2. SyncWait(4.0)
  3. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 30, size: 4.0, x_offset: -1.5, y_offset: 5.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(1.0)
    3. DeleteAllHitBoxes
    4. SyncWait(1.0)
  4. DeleteAllHitBoxes
  5. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 10.0, x_offset: -1.5, y_offset: 5.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 20, graphic: 9, bone: 5, x_offset: 0.0, y_offset: -1.5, 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. FlashEffectOverlay { red: 255, green: 192, blue: 128, alpha: 180 }
  3. SyncWait(1.0)
  4. SetColorOfFlashEffectOverlay { transition_time: 30, red: 160, green: 60, blue: 60, alpha: 80 }
  5. SyncWait(30.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 20, red: 128, green: 0, blue: 0, alpha: 0 }
  7. SyncWait(20.0)
  8. RemoveFlashEffect

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(1763)
  3. SoundEffect1(4659)

Other

  1. RumbleLoop { unk1: 8, unk2: 20 }