Brawl - Luigi - Subaction - CliffAttackSlow

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Stats

IASA: None
Fully Intangible: 1-44
Hitboxes active: 40-44
Hitbox set 0 hits: 40
Subaction Index: 0xdc

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:40-44

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 10 110 0 100 361 Normal Kick false 1 6 6
0 1 10 110 0 100 361 Normal Kick false 1 6 6
0 2 10 110 0 100 361 Normal Kick false 1 6 6
0 3 10 110 0 100 361 Normal Kick false 1 6 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(39.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 5.0, 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: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 10.0, 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: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, 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: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, 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: Foot, clang: false, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(5.0)
  8. DeleteAllHitBoxes
  9. ChangeHurtBoxStateAll { state: Normal }

GFX

  1. AsyncWait(32.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 19, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, 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(40.0)
  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(17.0)
  2. SoundEffect1(3421)
  3. SyncWait(22.0)
  4. SoundEffect1(55)

Other

  1. AsyncWait(39.0)
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(54.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }