P+ - Captain Falcon - Subaction - SpecialAirS
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 4-8 | 
                
                    | Hitbox set 0 hits: | 4 | 
                
                    | Subaction Index: | 0x1d5 | 
            
            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:4-8
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Angle Flip | Shield Dmg | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 7 | 60 | 70 | 270 | Flame | Unknown(64) | AD | 2 | 5 | 5 |            | 
                            
                            | 0 | 1 | 7 | 60 | 70 | 270 | Flame | Unknown(64) | AD | 2 | 5 | 5 |            | 
                
             
            Scripts
            Main
            - AsyncWait(3.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 2, bkb: 60, size: 7.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, 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: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 2, bkb: 60, size: 3.75, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, 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: false, unk5: false, flinchless: false })
- AsyncWait(8.0)
- DeleteAllHitBoxes
GFX
            - ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 3, bone: 32, 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: None, terminate_with_animation: true })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 5, 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: None, terminate_with_animation: true })
SFX
            - AsyncWait(3.0)
- SoundEffect1(3595)
Other
            - Rumble { unk1: 14, unk2: 0 }
- AsyncWait(5.0)
- loop 4 times: - if (HitboxHasConnected) - IfStatementAnd (not(BoolIsTrue RandomAccessBool(EnableJabLoop)))
- AddVelocity { x_vel: Constant(-0.5), y_vel: Constant(2.5) }
- BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
 
- SyncWait(1.0)