Brawl - Game & Watch - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-21
Hitboxes active: 24-28
Hitbox set 0 hits: 24
Subaction Index: 0xd7

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:24-28

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 110 0 100 45 Normal Kick 1 5 6
0 1 8 110 0 100 45 Normal Kick 1 5 6
0 2 6 110 0 100 45 Normal Kick 1 4 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(15.0)
  3. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 1 }
  4. AsyncWait(21.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. AsyncWait(23.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.7, x_offset: 0.0, y_offset: 3.0, z_offset: 15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.7, x_offset: 0.0, y_offset: 3.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 45, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 3.8, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: false, direct: true, unk6: 0 })
  10. SyncWait(5.0)
  11. DeleteAllHitBoxes

GFX

  1. AsyncWait(15.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 29, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  3. AsyncWait(23.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, 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: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(4518)
  3. SyncWait(7.0)
  4. SoundEffect1(4487)
  5. SyncWait(7.0)
  6. SoundEffect1(4552)
  7. SyncWait(30.0)
  8. SoundEffectStop(4552)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(40.0)
  3. Rumble { unk1: 13, unk2: 0 }