PM3.6 - Captain Falcon - Subaction - SpecialAirLwEnd

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Stats

IASA: None
Hitboxes active: 1
Hitbox set 0 hits: 1
Subaction Index: 0x1df

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:1

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 65 35 80 Normal Kick 6 6
0 1 10 65 35 80 Normal Kick 6 6
0 2 10 65 35 80 Normal Kick 6 6

Scripts

Main

  1. SetEdgeSlide(StayOn)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: 8.5, 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: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: -8.5, 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: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 0.0, y_offset: 4.0, 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: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. SyncWait(1.0)
  9. SyncWait(20.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 42, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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: false })

SFX

  1. AsyncWait(2.0)
  2. SyncWait(1.0)
  3. SoundEffect1(3576)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 14, unk2: 0 }
  3. ScreenShake { magnitude: 0 }