PM3.6 - Captain Falcon - Subaction - SpecialNTurn

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Stats

IASA: None
Direction Reverse Frames: 21
Hitboxes active: 53-57
Hitbox set 0 hits: 53
Subaction Index: 0x1cf

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:53-57

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 0 30 102 361 Flame Kick 1 3
0 1 0 30 102 361 Flame Kick 1 3
0 2 0 30 102 361 Flame Kick 1 3

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1.25 }
  2. Subroutine(0x2844c)
  3. AsyncWait(20.0)
  4. ReverseDirection
  5. AsyncWait(27.5)
  6. Subroutine(0x2a6c4)
  7. AsyncWait(30.0)
  8. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  9. AsyncWait(52.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(10))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 3.91, x_offset: -2.27, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(11))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 2.27, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(12))), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 30, size: 4.88, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  13. SyncWait(5.0)
  14. DeleteAllHitBoxes

GFX

  1. Subroutine(0x2844c)
  2. AsyncWait(6.25)
  3. FlashEffectLight { red: 255, green: 100, blue: 0, alpha: 0, light_source_x: -70.0, light_source_y: -10.0 }
  4. SetColorOfFlashEffectLight { transition_time: 21, red: 255, green: 100, blue: 0, alpha: 200 }
  5. AsyncWait(10.0)
  6. Goto(0xb190)

SFX

  1. Subroutine(0x2844c)
  2. AsyncWait(21.0)
  3. SoundEffect1(3487)
  4. SoundEffect1(113)
  5. SyncWait(12.0)
  6. SoundEffect1(3581)
  7. SyncWait(4.0)
  8. SoundEffect1(3487)
  9. SyncWait(14.0)
  10. SoundEffectStop(3496)
  11. SoundEffect1(1315)
  12. SoundEffect1(3582)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(52.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 14, unk2: 0 }