P+ - Captain Falcon - Subaction - SpecialNTurn

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 |

Stats

IASA: None
Direction Reverse Frames: 17
Hitboxes active: 47-51
Hitbox set 0 hits: 47
Subaction Index: 0x1cf

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:47-51

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 0 30 102 361 Flame Kick 1 3
0 1 0 30 102 361 Flame Kick 1 3
0 2 0 30 102 361 Flame Kick 1 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  2. Subroutine(0x2844c)
  3. AsyncWait(20.0)
  4. ReverseDirection
  5. AsyncWait(27.5)
  6. Subroutine(0x2a6c4)
  7. AsyncWait(52.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(10))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 3.91, x_offset: -2.27, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(11))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 2.27, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(12))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 4.88, x_offset: -3.79, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  11. SyncWait(5.0)
  12. DeleteAllHitBoxes

GFX

  1. Subroutine(0x2844c)
  2. AsyncWait(6.25)
  3. FlashEffectLight { red: 255, green: 100, blue: 0, alpha: 0, light_source_x: -70.0, light_source_y: -10.0 }
  4. SetColorOfFlashEffectLight { transition_time: 21, red: 255, green: 100, blue: 0, alpha: 200 }
  5. AsyncWait(10.0)
  6. Goto(0x11120)

SFX

  1. Subroutine(0x2844c)
  2. AsyncWait(21.0)
  3. SoundEffect1(3487)
  4. SoundEffect1(113)
  5. AsyncWait(30.0)
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  7. AsyncWait(33.0)
  8. SoundEffect1(3581)
  9. SyncWait(4.0)
  10. SoundEffect1(3487)
  11. SyncWait(15.0)
  12. SoundEffectStop(3496)
  13. SoundEffect1(1315)
  14. SoundEffect1(3582)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(52.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 14, unk2: 0 }