LXP2.1 - DoctorMario - Subaction - SpecialHi

| 1 | 2 | 3 | 4 |

Stats

IASA: None
Fully Intangible: 3-4
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x1d2

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 130 0 100 70 None Punch 4 4
0 1 5 130 0 100 90 None Punch 4 4

Scripts

Main

  1. AsyncWait(2.0)
  2. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 130, kbg: 100, shield_damage: 0, bkb: 0, size: 7.42, x_offset: 0.0, y_offset: 0.0, z_offset: 2.58, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 130, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, 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: None, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 48, x_offset: 0.0, y_offset: -0.4, 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 })
  8. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  9. SyncWait(2.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  11. SyncWait(1.0)
  12. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 0.0, z_offset: 3.44, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 78, wdsk: 150, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, x_offset: 0.0, y_offset: 0.0, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
    4. DeleteAllHitBoxes
  13. LedgeGrabEnable(EnableInFront)
  14. loop 1 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 72, wdsk: 90, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 0.0, z_offset: 3.44, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, x_offset: 0.0, y_offset: 0.0, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
    4. DeleteAllHitBoxes
  15. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 50, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 8.79, 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: None, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 50, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 3.91, 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: None, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  17. SyncWait(2.0)
  18. DeleteAllHitBoxes
  19. LedgeGrabEnable(EnableInFrontAndBehind)
  20. AsyncWait(16.0)

GFX

  1. if (FacingRight)
    1. BoolVariableSetTrue { variable: LongtermAccessBool (0x77) }
  2. else
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
  3. SyncWait(1.0)
  4. loop 3 times:
    1. if (BoolIsTrue LongtermAccessBool (0x77))
      1. if ((InternalConstantInt(ControlStickXAxis) LessThanOrEqual InternalConstantInt (0xc3a)))
        1. LedgeGrabEnable(EnableInFrontAndBehind)
    2. else
      1. if ((InternalConstantInt(ControlStickXAxisReverse) LessThanOrEqual InternalConstantInt (0xc3a)))
        1. LedgeGrabEnable(EnableInFrontAndBehind)
    3. SyncWait(1.0)

SFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 13, 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: false })
  3. SoundEffect1(272)
  4. loop Infinite times:
    1. if (HitboxConnects value(2))
      1. if (EnteringOrIsInHitLag)
        1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
        2. if (RollADie value(3))
          1. if (FacingRight)
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 31, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: -90.0, 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 })
          2. else
            1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 31, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 90.0, 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. else
          1. if (RollADie value(2))
            1. if (FacingRight)
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 32, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: -90.0, 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 })
            2. else
              1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 32, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
          2. else
            1. if (RollADie value(1))
              1. if (FacingRight)
                1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 33, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: -90.0, 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 })
              2. else
                1. ExternalGraphicEffect(ExternalGraphicEffect { file: 375, graphic: 33, bone: 47, x_offset: 0.0, y_offset: 13.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 90.0, 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 })
    2. SyncWait(1.0)

Other

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
  2. LedgeGrabEnable(Disable)
  3. loop 3 times:
    1. if ((InternalConstantInt(ControlStickXAxisRelative) LessThanOrEqual InternalConstantInt (0xc3a)))
      1. BoolVariableSetTrue { variable: LongtermAccessBool (0x76) }
    2. SyncWait(1.0)
  4. CreateInterrupt { interrupt_id: None, action: LandingFallSpecial, requirement: (BoolIsTrue LongtermAccessBool (0x76)) }
  5. PreviousInterruptAddRequirement((InternalConstantInt(ControlStickXAxisRelative) GreaterThanOrEqual InternalConstantInt (0xc3a)))
  6. AsyncWait(6.0)
  7. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
  8. Rumble { unk1: 13, unk2: 0 }
  9. AsyncWait(9.0)
  10. ChangeHurtBoxStateAll { state: Normal }