PM3.02 - Kirby - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-18
Hitboxes active: 20-23
Hitbox set 0 hits: 20
Subaction Index: 0xd7

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:20-23

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 6 110 0 100 361 Normal Kick 1 4 4
0 1 6 110 0 100 361 Normal Kick 1 4 4
0 2 6 110 0 100 361 Normal Kick 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(18.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(19.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 448, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 3.6, 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: Foot, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 446, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, 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: Foot, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: -3.0, 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: true, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(4.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(42.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. AsyncWait(11.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 400, x_offset: 0.0, y_offset: 10.0, 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(19.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 400, 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: false })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(3086)
  3. SyncWait(15.0)
  4. SoundEffect1(55)
  5. SyncWait(4.0)
  6. SoundEffect1(3088)

Other

  1. AsyncWait(13.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  3. AsyncWait(18.0)
  4. Rumble { unk1: 13, unk2: 0 }
  5. AsyncWait(35.0)
  6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 5 }