P+ - Captain Falcon - Subaction - Attack13

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Stats

IASA: None
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x4a

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 20 100 55 Normal Kick 5 5
0 2 8 20 100 55 Normal Kick 5 5

Frames:8-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 0 100 50 Normal Kick 4 4
0 2 6 0 100 50 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.08, x_offset: 0.0, y_offset: 4.17, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 4.17, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.91, x_offset: 0.0, y_offset: 4.17, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 4.17, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(12.0)
  10. DeleteAllHitBoxes
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  12. CreateInterrupt { interrupt_id: None, action: RapidJab, requirement: ((LongtermAccessInt (0x43) LessThan scalar(23))) }
  13. AsyncWait(22.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(2.0)

SFX

  1. UnknownEvent { namespace: 0x12, code: 0x1, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 67 })] }
  2. loop Infinite times:
    1. IntVariableIncrement { variable: LongtermAccessInt (0x43) }
    2. if (CharacterExists)
      1. IntVariableAdd { variable: LongtermAccessInt (0x43), value: 6 }
    3. if (BoolIsTrue RandomAccessBool (0x1c))
      1. IfStatementAnd (not(BoolIsTrue RandomAccessBool(EnableFastFall)))
      2. UnknownEvent { namespace: 0x12, code: 0x2, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 11 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 67 })] }
      3. UnknownEvent { namespace: 0x12, code: 0x2, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 12 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 67 })] }
      4. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    4. if ((RandomAccessInt (0xc) LessThan scalar(8)))
      1. IntVariableAdd { variable: RandomAccessInt (0xc), value: 1 }
    5. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(5.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, 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 })
  4. SoundVoiceLow
  5. SoundEffect1(3595)
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(31.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }