LXP2.1 - DoctorMario - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 2-6
Hitboxes active: 2-6
Hitbox set 0 hits: 2
Subaction Index: 0x5d

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 35 95 120 Normal Kick 9 8
0 1 17 35 95 115 Normal Kick 9 8

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 35 95 101 Normal Kick 9 8
0 1 16 35 95 101 Normal Kick 9 8
0 2 16 35 95 259 Normal Kick 9 8
0 3 16 35 95 259 Normal Kick 9 8

Frames:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 35 95 101 Normal Kick 7 7
0 1 13 35 95 101 Normal Kick 7 7
0 2 13 35 95 259 Normal Kick 7 7
0 3 13 35 95 259 Normal Kick 7 7

Scripts

Main

  1. AsyncWait(1.0)
  2. ChangeHurtBoxStateSpecific { bone: 39, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 120, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.168, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 115, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 101, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.168, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 101, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.168, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(1.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 101, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.168, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 101, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.168, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. UnchangeHurtBoxStateSpecific

GFX

  1. AsyncWait(1.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, 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, 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. SoundEffectStop(105)
  2. AsyncWait(2.0)
  3. Subroutine(0x1bb48)
  4. SoundEffect1(55)
  5. SoundEffect1(8009)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(8.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }