P+ - Falco - Subaction - FinalStart
|
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 |
Stats
IASA: |
None |
Fully Intangible: |
1-50 |
Hitboxes active: |
46-50 |
Hitbox set 0 hits: |
46 |
Subaction Index: |
0x1e2 |
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:46-49
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
5 |
100 |
100 |
90 |
Normal |
Kick |
false |
4 |
4 |
|
Scripts
Main
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.2, x_angle: 0.0, y_angle: 0.0 })
- TimeManipulation(2, 30)
- AsyncWait(45.0)
- CameraNormal
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 100, size: 14.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
GFX
SFX
- AsyncWait(10.0)
- SoundEffectVictory(1765)
- SyncWait(37.0)
- SoundEffect1(4639)
- SyncWait(7.0)
- SoundEffect1(4673)
- SyncWait(5.0)
- SoundEffect1(4575)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- ItemVisibility(false)
- Rumble { unk1: 3, unk2: 38 }
- AsyncWait(41.0)
- Rumble { unk1: 18, unk2: 0 }