Brawl - Sheik - Subaction - CliffAttackSlow

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Stats

IASA: 70
Fully Intangible: 1-59
Hitboxes active: 57-59
Hitbox set 0 hits: 57
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:57-59

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 90 0 100 361 Normal Kick 1 5 6
0 1 8 90 0 100 361 Normal Kick 1 5 6
0 2 6 90 0 100 361 Normal Kick 1 4 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(56.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 4.0, x_offset: 4.0, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 3.8, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 4.8, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. ChangeHurtBoxStateAll { state: Normal }
  9. AsyncWait(69.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(54.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 13, 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 })
  3. AsyncWait(57.0)
  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(42.0)
  2. SoundEffect1(4114)
  3. SyncWait(14.0)
  4. SoundEffect1(4158)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(55.0)
  3. Rumble { unk1: 12, unk2: 0 }