PM3.6 - Captain Falcon - Subaction - SpecialAirS

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Stats

IASA: None
Hitboxes active: 4-8
Hitbox set 0 hits: 4
Subaction Index: 0x1d5

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:4-8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 7 60 70 270 Flame Unknown(64) AD 2 5 5
0 1 7 60 70 270 Flame Unknown(64) AD 2 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 2, bkb: 60, size: 7.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 2, bkb: 60, size: 3.75, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, 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 })
  4. AsyncWait(8.0)
  5. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 3, bone: 32, 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: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 10, graphic: 5, 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: None, terminate_with_animation: true })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(3595)

Other

  1. Rumble { unk1: 14, unk2: 0 }
  2. AsyncWait(5.0)
  3. loop 4 times:
    1. if (HitboxHasConnected)
      1. IfStatementAnd (not(BoolIsTrue RandomAccessBool(EnableJabLoop)))
      2. AddVelocity { x_vel: Constant(-0.5), y_vel: Constant(2.5) }
      3. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
    2. SyncWait(1.0)