PM3.02 - Game & Watch - Subaction - CliffAttackSlow

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Stats

IASA: None
Fully Intangible: 1-53
Hitboxes active: 55-59
Hitbox set 0 hits: 55
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:55-59

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 9 70 50 361 Normal Kick 1 6 5
0 1 9 70 50 361 Normal Kick 1 6 5
0 2 8 70 50 361 Normal Kick 1 5 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(36.0)
  3. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 1 }
  4. AsyncWait(50.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
  6. AsyncWait(53.0)
  7. ChangeHurtBoxStateAll { state: Normal }
  8. AsyncWait(54.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 4.69, x_offset: 0.0, y_offset: 2.39, z_offset: 9.56, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 4.69, x_offset: 0.0, y_offset: 2.39, z_offset: 4.78, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.13, x_offset: 0.0, y_offset: 2.39, 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 })
  12. SyncWait(5.0)
  13. DeleteAllHitBoxes

GFX

  1. AsyncWait(36.0)
  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(54.0)
  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: 0.5, 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(4518)
  3. SyncWait(19.0)
  4. SoundEffect1(4487)
  5. SyncWait(18.0)
  6. SoundEffect1(4552)
  7. SyncWait(15.0)
  8. SoundEffectStop(4552)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(53.0)
  3. Rumble { unk1: 12, unk2: 0 }