P+ - Falco - Subaction - AttackHi4

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Stats

IASA: None
Hitboxes active: 5-14
Hitbox set 0 hits: 5
Subaction Index: 0x5d

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:5-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 25 100 95 Normal Kick 8 7
0 1 14 25 100 95 Normal Kick 8 7

Frames:9-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 10 100 361 Normal Kick 7 6
0 1 12 10 100 361 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  2. AsyncWait(5.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 95, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.33, 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: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 95, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 4.66, x_offset: 0.0, y_offset: 2.56, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.33, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.83, x_offset: 0.0, y_offset: 2.56, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(15.0)
  10. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })

SFX

  1. AsyncWait(4.0)
  2. SoundEffectStop(105)
  3. SyncWait(0.0)
  4. Subroutine(0x24d14)
  5. SoundEffect1(112)
  6. SoundEffect1(4683)
  7. SoundEffect1(4684)
  8. SyncWait(21.0)
  9. SoundEffectOther1(4641)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(26.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }