PM3.02 - Captain Falcon - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 13-33
Hitbox set 0 hits: 13
Subaction Index: 0x1d6

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xcf
0 1 Grab set action: 0xcf
0 2 10 30 100 70 Normal Burn AD false 6 6

Frames:14-33

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xcf
0 2 10 30 100 70 Normal Burn AD false 6 6

Scripts

Main

  1. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  2. LedgeGrabEnable(Disable)
  3. AsyncWait(12.0)
  4. LedgeGrabEnable(EnableInFrontAndBehind)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  7. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 2.74, x_offset: 0.0, y_offset: 8.34, z_offset: 5.82, set_action: 207, target: AerialAndGrounded, unk: Some(2) })
  8. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 4.3, x_offset: 0.0, y_offset: 8.34, z_offset: 12.94, set_action: 207, target: GroundedOnly, unk: Some(2) })
  9. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 20, kbg: 70, wdsk: 0, bkb: 70, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 16.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. SyncWait(1.0)
  12. DeleteGrabBox(1)
  13. AsyncWait(33.0)
  14. DeleteAllGrabBoxes
  15. DeleteAllHitBoxes
  16. AsyncWait(54.0)
  17. LedgeGrabEnable(EnableInFront)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  2. AsyncWait(14.0)
  3. GraphicEffect(GraphicEffect { graphic: 0, 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: true })
  4. loop 7 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 100, blue: 0, alpha: 90 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(3571)
  3. SyncWait(2.0)
  4. SoundEffect1(3487)
  5. SyncWait(10.0)
  6. SoundEffect1(3570)
  7. SyncWait(10.0)
  8. SoundEffectStop(3551)
  9. SyncWait(1.0)

Other

  1. AsyncWait(3.0)
  2. Rumble { unk1: 13, unk2: 0 }