P+ - Captain Falcon - Subaction - Attack11
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
Stats
IASA: |
16 |
Hitboxes active: |
3-5 |
Hitbox set 0 hits: |
3 |
Subaction Index: |
0x48 |
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:3-5
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
20 |
1 |
100 |
80 |
Normal |
Punch |
2 |
3 |
|
0 |
1 |
2 |
20 |
1 |
100 |
80 |
Normal |
Punch |
2 |
3 |
|
0 |
2 |
2 |
20 |
1 |
100 |
80 |
Normal |
Punch |
2 |
3 |
|
Scripts
Main
- IntVariableSet { variable: LongtermAccessInt (0x43), value: 0 }
- AsyncWait(2.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 1, size: 3.52, x_offset: 0.0, y_offset: 10.8, z_offset: 10.61, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 1, size: 3.52, x_offset: 0.0, y_offset: 12.13, z_offset: 5.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 1, size: 2.34, x_offset: 0.0, y_offset: 10.8, z_offset: 1.89, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- AsyncWait(5.0)
- DeleteAllHitBoxes
- AsyncWait(6.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
- AsyncWait(15.0)
- AllowInterrupts
GFX
- AsyncWait(2.0)
SFX
- loop Infinite times:
- IntVariableIncrement { variable: LongtermAccessInt (0x43) }
- if (CharacterExists)
- IntVariableAdd { variable: LongtermAccessInt (0x43), value: 3 }
- if (ButtonHeld value(0))
- IfStatementAnd ((RandomAccessInt (0xa) LessThan scalar(8)))
- IntVariableSubtract { variable: LongtermAccessInt (0x43), value: 1 }
- IntVariableAdd { variable: RandomAccessInt (0xa), value: 1 }
- SyncWait(1.0)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(2.0)
- SoundEffect1(3598)
- AsyncWait(3.0)
- Rumble { unk1: 20, unk2: 0 }