P+ - Captain Falcon - Subaction - FinalStart

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Stats

IASA: None
Hitboxes active: 28
Hitbox set 0 hits: 28
Subaction Index: 0x1e1

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:28

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldable Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 10 200 0 100 80 Normal Burn MD false 0.3 false true true 6 1
0 1 10 200 0 100 80 Normal Burn MD false 0.3 false true true 6 1
0 2 10 200 0 100 80 Normal Burn MD false 0.3 false true true 6 1

Scripts

Main

  1. AsyncWait(27.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 19.0, x_offset: 0.0, y_offset: 12.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 22.0, x_offset: 0.0, y_offset: 12.0, z_offset: 30.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 19.0, x_offset: 0.0, y_offset: 12.0, z_offset: 50.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(38.0)

GFX

    SFX

    1. AsyncWait(18.0)
    2. SyncWait(5.0)
    3. SoundEffect1(3503)
    4. SyncWait(44.0)
    5. SoundEffect1(3490)
    6. SoundEffect1(3593)
    7. SoundEffect1(3591)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(23.0)
    3. Rumble { unk1: 14, unk2: 0 }
    4. AsyncWait(67.0)
    5. Rumble { unk1: 13, unk2: 0 }