P+ - Yoshi - Subaction - CliffAttackSlow

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Stats

IASA: None
Fully Intangible: 1-38
Hitboxes active: 34-38
Hitbox set 0 hits: 34
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:34-38

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 11 70 50 361 Normal Punch false 6 6
0 1 11 70 50 361 Normal Punch false 6 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(33.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 6.25, x_offset: 0.0, y_offset: 4.921867, 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: Head, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 70, size: 4.69, x_offset: 0.0, y_offset: 1.2304667, 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: Head, clang: false, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes
  7. ChangeHurtBoxStateAll { state: Normal }
  8. AsyncWait(50.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. AsyncWait(27.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 38, x_offset: 0.0, y_offset: 4.0, 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: false })
  3. AsyncWait(36.0)
  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: 0.7, 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(0.0)
  2. SoundEffect1(228)
  3. SyncWait(33.0)
  4. SoundEffect1(2934)

Other

  1. AsyncWait(29.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  3. AsyncWait(34.0)
  4. Rumble { unk1: 13, unk2: 0 }
  5. AsyncWait(60.0)
  6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }