PM3.6 - Captain Falcon - Subaction - Swing41_1

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Stats

IASA: 14
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x12f

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:6-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 2 7 90 0 100 60 Normal Paper 100 5 5
0 3 7 90 0 100 60 Normal Paper 100 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 90, kbg: 100, shield_damage: 100, bkb: 0, size: 6.7, x_offset: 0.0, y_offset: 8.8, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 90, kbg: 100, shield_damage: 100, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 3.8, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 55, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 90, kbg: 100, shield_damage: 100, bkb: 0, size: 4.3, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 90, kbg: 100, shield_damage: 100, bkb: 0, size: 4.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SoundEffect1(57)
  7. Subroutine(External: effectAnimCmd_Swing4Impact)
  8. AsyncWait(11.0)
  9. DeleteAllHitBoxes
  10. BeamSwordTrail { unk: 3 }
  11. SyncWait(2.0)
  12. AllowInterrupts
  13. AsyncWait(19.0)
  14. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

      Other

      1. SlopeContourStand { leg_bone_parent: 6 }
      2. AsyncWait(5.0)
      3. Rumble { unk1: 13, unk2: 0 }