PM3.02 - Captain Falcon - Subaction - AttackAirB

| 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 |

Stats

IASA: 29
Auto Cancel Window: 1-6, 22-36
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 10-17
Hitbox set 0 hits: 10
Subaction Index: 0x64

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 20 100 361 Normal Punch 8 7
0 1 14 0 100 361 Normal Punch 8 7
0 2 14 0 100 361 Normal Punch 8 7

Frames:14-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 20 80 361 Normal Punch 5 5
0 1 8 0 80 361 Normal Punch 5 5
0 2 8 0 80 361 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.69, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.69, x_offset: 3.03, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.91, x_offset: -0.76, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(4.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 4.69, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 0, size: 4.69, x_offset: 3.03, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 0, size: 3.91, x_offset: -0.76, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(4.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(21.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(28.0)
  16. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(3596)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 16, unk2: 0 }