Brawl - Game & Watch - Subaction - SlipAttack

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Stats

IASA: None
Fully Intangible: 1-8
Hitboxes active: 19-20, 29-30
Hitbox set 0 hits: 19, 29
Subaction Index: 0xe7

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:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 60 50 361 Normal Kick 1 4 4
0 1 5 60 50 361 Normal Kick 1 4 4
0 2 5 60 50 361 Normal Kick 1 4 4

Frames:29-30

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 60 50 361 Normal Kick 1 4 4
0 1 5 60 50 361 Normal Kick 1 4 4
0 2 5 60 50 361 Normal Kick 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(8.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(18.0)
  5. ModelChanger { reference: 0, switch_index: 7, bone_group_index: 1 }
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: 11.0, 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: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: 6.0, 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: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, 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: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(28.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: -11.0, 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: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: -6.0, 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: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 5.0, 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: true, direct: true, unk6: 0 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes

GFX

    SFX

    1. AsyncWait(18.0)
    2. SoundEffect1(54)
    3. SyncWait(10.0)
    4. SoundEffect1(54)

    Other

    1. SlopeContourStand { leg_bone_parent: 1 }
    2. AsyncWait(21.0)
    3. Rumble { unk1: 16, unk2: 0 }
    4. AsyncWait(29.0)
    5. Rumble { unk1: 16, unk2: 0 }