Brawl - Falco - Subaction - SpecialLw

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Stats

IASA: None
Hitboxes active: 4-13
Hitbox set 0 hits: 4
Subaction Index: 0x1e0

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:4-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shield Dmg Trip Rate Freeze frame disable Shieldstun Hitlag Targets
0 3 6 35 30 361 Electric Unknown(56) AD false 0.5 0 5 0.4 true 4 2

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 18, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 30, shield_damage: 5, bkb: 35, size: 3.0, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.4, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, 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: 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 })
  3. AsyncWait(13.0)
  4. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 33, 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: false })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 20, graphic: 7, bone: 18, x_offset: -0.5, y_offset: 0.0, z_offset: 1.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 20, graphic: 5, bone: 18, x_offset: -0.5, y_offset: 0.0, z_offset: 1.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 160 }
  5. AsyncWait(2.0)
  6. FlashEffectOverlay { red: 0, green: 255, blue: 255, alpha: 110 }
  7. SetColorOfFlashEffectOverlay { transition_time: 20, red: 0, green: 180, blue: 100, alpha: 0 }
  8. AsyncWait(3.0)
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 20, graphic: 6, bone: 18, x_offset: -0.5, y_offset: 0.0, z_offset: 1.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })
  10. AsyncWait(22.0)
  11. RemoveFlashEffect

SFX

  1. SoundEffect1(4663)
  2. SyncWait(6.0)
  3. SoundEffect1(1764)
  4. SyncWait(34.0)
  5. SoundEffect1(4664)

Other

  1. AsyncWait(1.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(6.0)
  4. Rumble { unk1: 13, unk2: 0 }
  5. AsyncWait(15.0)
  6. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }
  7. AsyncWait(21.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  9. AsyncWait(32.0)
  10. Rumble { unk1: 16, unk2: 0 }