LXP2.1 - Geno - Subaction - Attack13

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Stats

IASA: 30
Hitboxes active: 1
Hitbox set 0 hits: 1
Subaction Index: 0x4a

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:1

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 8 60 70 45 Flame Unknown(64) AD 1.2 5 6
0 1 8 60 70 45 Flame Unknown(64) AD 1.2 5 6

Scripts

Main

  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 4.7, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: false, 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 })
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.2, x_offset: 0.0, y_offset: 0.0, z_offset: -4.5, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: false, 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. AsyncWait(1.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(26.0)
  6. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  7. AsyncWait(29.0)
  8. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 24, bone: 77, 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: 0.4, 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. loop 22 times:
    1. SyncWait(1.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 52, x_offset: 0.0, y_offset: 0.0, z_offset: -1.3, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.05, 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 })

SFX

  1. SoundEffect1(76)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 2 }
  3. Rumble { unk1: 16, unk2: 0 }