PM3.6 - Captain Falcon - Subaction - Swing41

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Stats

IASA: None
Hitboxes active: 7-10
Hitbox set 0 hits: 7
Subaction Index: 0x124

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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 3 8 50 60 80 Slash Slash 6 5 5

Scripts

Main

  1. ItemSetProperty { unk1: 5, unk2: 3.0 }
  2. AsyncWait(6.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 60, shield_damage: 6, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 30.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 6, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 16.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 6, bkb: 50, size: 4.3, x_offset: 0.0, y_offset: 4.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 6, bkb: 50, size: 3.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SoundEffect1(8063)
  8. BeamSwordTrail { unk: 100 }
  9. Subroutine(External: effectAnimCmd_Swing4Impact)
  10. AsyncWait(10.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(13.0)
  13. ItemSetProperty { unk1: 3, unk2: 0.4 }
  14. AsyncWait(17.0)
  15. ItemSetProperty { unk1: 5, unk2: 1.0 }
  16. AsyncWait(19.0)
  17. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. Subroutine(0x2503c)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(7.0)
    3. Rumble { unk1: 13, unk2: 0 }