PM3.6 - Captain Falcon - Subaction - Swing41_2

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Stats

IASA: None
Hitboxes active: 7-10
Hitbox set 0 hits: 7
Subaction Index: 0x136

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 2 10 12 30 90 Normal Punch 6 6 6
0 3 10 12 30 90 Normal Punch 6 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 305, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 30, shield_damage: 6, bkb: 12, size: 5.76, x_offset: 0.0, y_offset: 7.4, 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: Punch, 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(10.0), trajectory: 90, wdsk: 0, kbg: 30, shield_damage: 6, bkb: 12, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 30, shield_damage: 6, bkb: 12, size: 2.4, 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: Punch, 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(10.0), trajectory: 90, wdsk: 0, kbg: 30, shield_damage: 6, bkb: 12, size: 2.4, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  6. UnknownEvent { namespace: 0xc, code: 0x1a, unk1: 0x0, arguments: [Value(8077), Value(8080)] }
  7. BeamSwordTrail { unk: 100 }
  8. Subroutine(External: effectAnimCmd_Swing4Impact)
  9. UnknownEvent { namespace: 0x1f, code: 0x6, unk1: 0x0, arguments: [Value(1)] }
  10. AsyncWait(10.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(19.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

      Other

      1. SlopeContourStand { leg_bone_parent: 6 }
      2. AsyncWait(6.0)
      3. Rumble { unk1: 13, unk2: 0 }