LXP2.1 - DoctorMario - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 12-14
Hitbox set 0 hits: 12
Subaction Index: 0x1d0

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:12-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Shieldable Flinchless Shieldstun Hitlag Targets
0 0 0 80 0 130 361 None Unique AD false false false true 1 3
0 1 0 80 0 130 361 None Unique AD false false false true 1 3
0 2 0 80 0 130 361 None Unique AD false false false true 1 3

Scripts

Main

  1. ItemVisibility(false)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. AsyncWait(5.0)
  4. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }
  5. AsyncWait(11.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: -0.5, z_offset: 10.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: 17.0, z_offset: 9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 80, kbg: 130, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: 9.0, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  9. AsyncWait(14.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(15.0)
  12. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(2)] }
  13. AsyncWait(20.0)
  14. EnableInterruptGroup(GroundAttack)

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 11.0, y_offset: 9.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 180.0, z_rotation: 347.0, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 15.0, y_offset: 9.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
  4. SyncWait(1.0)
  5. GraphicEffect(GraphicEffect { graphic: 14, 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 })

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(274)
  3. SyncWait(4.0)
  4. SoundEffect1(353)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. ItemVisibility(false)
  3. AsyncWait(9.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
  5. AsyncWait(12.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 0.0, speed: 300.0, size: 0.5, unk3: 12.0, unk4: 10.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  8. AsyncWait(22.0)
  9. EndAestheticWindEffect { unk: 0 }