PM3.6 - Mewtwo - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-22
Hitboxes active: 26-30
Hitbox set 0 hits: 26
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:26-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 8 90 0 100 361 Normal Punch false 1 5 5
0 1 8 90 0 100 361 Normal Punch false 1 5 5
0 2 8 90 0 100 361 Normal Punch false 1 5 5
0 3 6 90 0 100 361 Normal Punch false 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(22.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(25.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 4.706, x_offset: 1.0, y_offset: -3.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 5.098, x_offset: 0.0, y_offset: -1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 5.098, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 90, kbg: 100, shield_damage: 1, bkb: 0, size: 5.098, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  9. SyncWait(5.0)
  10. DeleteAllHitBoxes

GFX

  1. AsyncWait(21.0)
  2. Subroutine(0x283ec)
  3. AsyncWait(30.0)
  4. DeleteSwordGlow { fade_time: 5 }
  5. AsyncWait(42.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(228)
  3. SyncWait(25.0)
  4. SoundEffect1(5838)

Other

  1. AsyncWait(14.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. AsyncWait(52.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }