LXP2.1 - Lucina - Subaction - AttackAirHi

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Stats

IASA: 35
Auto Cancel Window: 1-4, 33-40
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x65

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 90 90 Slash Slash 7 6
0 1 12 30 90 90 Slash Slash 7 6
0 2 12 30 90 90 Slash Slash 7 6
0 3 12 30 90 90 Slash Slash 7 6

Frames:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 30 100 80 Slash Slash 6 5
0 1 9 30 100 80 Slash Slash 6 5
0 2 9 30 100 80 Slash Slash 6 5
0 3 9 30 100 80 Slash Slash 6 5

Scripts

Main

  1. Subroutine(0x13db8)
  2. AsyncWait(4.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.82, x_offset: 0.0, y_offset: 0.0, z_offset: 5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.82, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.82, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.82, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.82, x_offset: 0.0, y_offset: 0.0, z_offset: 5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.82, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.82, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.82, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(8.0)
  14. DeleteAllHitBoxes
  15. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  16. AsyncWait(36.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  18. AsyncWait(39.0)
  19. AllowInterrupts
  20. Subroutine(0x13db8)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 75, 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: 0.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(3.0)
  3. Subroutine(0x130a8)
  4. AsyncWait(12.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(28915)

Other

  1. Subroutine(0x17990)
  2. CallEveryFrame { thread_id: 4, script: 0xdb28 }
  3. AsyncWait(6.0)
  4. Rumble { unk1: 17, unk2: 0 }