LXP2.1 - Geno - Subaction - Attack12

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Stats

IASA: 24
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x49

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 4 35 0 100 50 Normal MagicZap AD 1.2 3 5
0 1 4 35 0 90 50 Normal Kick AP 1.2 3 5

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 50, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 3.2, x_offset: 0.0, y_offset: 4.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 50, wdsk: 35, kbg: 90, shield_damage: 0, bkb: 0, size: 4.2, x_offset: 2.0, y_offset: 0.98, z_offset: -0.25, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(5.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(23.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(55)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 2 }
  3. AsyncWait(3.0)
  4. Rumble { unk1: 16, unk2: 0 }
  5. loop 7 times:
    1. if (ButtonPress value(0))
      1. BoolVariableSetTrue { variable: LongtermAccessBool (0x71) }
    2. SyncWait(1.0)
  6. AsyncWait(10.0)
  7. if (BoolIsTrue LongtermAccessBool (0x71))
    1. ChangeSubactionRestartFrame(Attack13)
  8. loop 5 times:
    1. if (ButtonPress value(0))
      1. ChangeSubactionRestartFrame(Attack13)
    2. SyncWait(1.0)
  9. AsyncWait(22.0)
  10. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }