LXP2.1 - Ganon-Mage - Subaction - AttackS4SHi

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Stats

IASA: 64
Hitboxes active: 13-18
Hitbox set 0 hits: 13
Subaction Index: 0x57

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:13

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 17 53 105 32 Electric Coin true 1.8 9 15
0 1 14 48 98 361 Electric MagicZap false 1 8 7

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 17 53 105 32 Electric Coin true 1.8 9 15
0 1 14 48 98 361 Electric MagicZap false 1 8 7
0 2 14 48 98 361 Electric MagicZap false 1 8 7

Frames:16-18

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 17 53 105 32 Electric Coin true 1.8 9 15
0 1 14 48 98 361 Electric MagicZap false 1 8 7
0 2 14 48 98 361 Electric MagicZap false 1 8 7
0 3 14 48 98 361 Electric MagicZap false 1 8 7

Scripts

Main

  1. Subroutine(0x4b500)
  2. FrameSpeedModifier { multiplier: 1.35, unk: 0 }
  3. AsyncWait(10.0)
  4. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  5. AsyncWait(15.0)
  6. UnknownEvent { namespace: 0xc0, code: 0xde, unk1: 0x0, arguments: [Value(28074)] }
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 32, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 53, size: 3.5, x_offset: 0.0, y_offset: 17.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.8, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 48, size: 4.0, x_offset: 0.0, y_offset: 20.0, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(16.0)
  10. FrameSpeedModifier { multiplier: 1.35, unk: 0 }
  11. AsyncWait(16.5)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 48, size: 4.5, x_offset: 0.0, y_offset: 23.0, z_offset: 22.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(19.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 48, size: 6.0, x_offset: 0.0, y_offset: 27.0, z_offset: 30.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(20.0)
  16. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  17. SyncWait(2.0)
  18. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
  19. DeleteAllHitBoxes
  20. AsyncWait(53.0)
  21. FrameSpeedModifier { multiplier: 0.9, unk: 0 }
  22. AsyncWait(56.0)
  23. AllowInterrupts

GFX

  1. Goto(AttackS4S GFX 0x11d50)

SFX

  1. Goto(AttackS4S SFX 0x23dd8)

Other

  1. Goto(AttackS4S Other 0x3d78)