PM3.02 - Captain Falcon - Subaction - AttackLw4

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Stats

IASA: 33
Hitboxes active: 8-11, 18-20
Hitbox set 0 hits: 8
Hitbox set 1 hits: 18
Subaction Index: 0x60

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 18 30 100 361 Normal Kick 10 8
0 1 18 30 100 361 Normal Kick 10 8

Frames:18-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 16 20 100 361 Normal Kick 9 8
1 1 16 20 100 361 Normal Kick 9 8

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 4.93, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 3.03, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(4.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(17.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 1, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 4.93, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 1, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 3.03, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(32.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.75, 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 })
  3. AsyncWait(16.0)
  4. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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(6.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(168)
  4. SyncWait(1.0)
  5. SoundEffect1(3596)
  6. SyncWait(9.0)
  7. SoundEffect1(168)
  8. SyncWait(1.0)
  9. SoundEffect1(3596)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(17.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(36.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }