P+ - Captain Falcon - Subaction - SpecialSStart

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Stats

IASA: None
Hitboxes active: 15-35
Hitbox set 0 hits: 15
Subaction Index: 0x1d2

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:15-35

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldable Shieldstun Hitlag Targets
0 0 0 0 0 361 None Burn AD false 1 3
0 1 0 0 0 361 None Burn AD false 1 3
0 2 0 0 0 361 None Burn AD false 1 3

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x80149e), value: 8.5 }
  2. AsyncWait(14.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 14.38, z_offset: 6.06, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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: 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 7.76, z_offset: 6.06, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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: 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 3.08, z_offset: 6.06, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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: 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. AsyncWait(35.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  10. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  11. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 6, 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 })
  2. AsyncWait(14.0)
  3. GraphicEffect(GraphicEffect { graphic: 10, 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, 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. loop 5 times:
    1. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(5.0)
  5. GraphicEffect(GraphicEffect { graphic: 10, 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, 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 })
  6. AsyncWait(43.0)
  7. GraphicEffect(GraphicEffect { graphic: 11, 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, 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(3585)
  3. SyncWait(11.0)
  4. SoundEffect1(113)
  5. SyncWait(22.0)
  6. SoundEffect1(3587)
  7. SyncWait(36.0)
  8. SoundEffect1(3593)
  9. SyncWait(2.0)
  10. SoundEffect1(3487)
  11. SyncWait(3.0)
  12. SoundEffect1(3591)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 13, unk2: 0 }
  3. AsyncWait(13.0)
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 7 }
  5. AsyncWait(20.0)
  6. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  7. AsyncWait(40.0)
  8. ScreenShake { magnitude: 0 }
  9. Rumble { unk1: 13, unk2: 0 }
  10. AsyncWait(66.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }