P+ - Captain Falcon - Subaction - Attack12

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Stats

IASA: 19
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x49

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:5-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 20 0 100 80 Normal Punch 3 3
0 1 3 20 0 100 80 Normal Punch 3 3
0 2 3 20 0 100 80 Normal Punch 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.52, x_offset: 0.0, y_offset: 11.18, z_offset: 15.16, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.52, x_offset: 0.0, y_offset: 11.18, z_offset: 9.47, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.73, x_offset: 0.0, y_offset: 11.18, z_offset: 3.79, 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 })
  7. AsyncWait(7.0)
  8. DeleteAllHitBoxes
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(18.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(1.0)

SFX

  1. loop Infinite times:
    1. IntVariableIncrement { variable: LongtermAccessInt (0x43) }
    2. if (CharacterExists)
      1. IntVariableAdd { variable: LongtermAccessInt (0x43), value: 4 }
    3. if (ButtonHeld value(0))
      1. IfStatementAnd ((RandomAccessInt (0xb) LessThan scalar(8)))
      2. IntVariableSubtract { variable: LongtermAccessInt (0x43), value: 1 }
      3. IntVariableAdd { variable: RandomAccessInt (0xb), value: 1 }
    4. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(4.0)
  5. SoundEffect1(3597)