LXP2.1 - Lucina - Subaction - AttackAirN

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Stats

IASA: 46
Auto Cancel Window: 1-6, 46-49
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 7-26
Hitbox set 0 hits: 7
Subaction Index: 0x62

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:7-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Rehit Rate Shieldstun Hitlag Targets
0 0 3 25 50 75 Slash Unknown(24) AD 0.5 7 3 1
0 1 3 25 50 90 Slash Unknown(24) AD 0.5 7 3 1
0 2 3 25 50 90 Slash Unknown(24) AD 0.5 7 3 1
0 3 3 25 50 75 Slash Unknown(24) AD 0.5 7 3 1

Scripts

Main

  1. Subroutine(0x13db8)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x78) }
  3. AsyncWait(6.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 2.2, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 3.25, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, 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 })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 65, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 25, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, 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 })
  9. AsyncWait(25.0)
  10. CreateInterrupt { interrupt_id: None, action: 0x11a, requirement: (BoolIsTrue RandomAccessBool (0x78)) }
  11. PreviousInterruptAddRequirement(ButtonHeld value(0))
  12. SyncWait(1.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool (0x78) }
  14. DeleteAllHitBoxes
  15. AsyncWait(33.0)
  16. LedgeGrabEnable(EnableInFront)
  17. AsyncWait(45.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. AllowInterrupts
  20. Subroutine(0x13db8)

GFX

  1. AsyncWait(5.0)
  2. 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 })
  3. Subroutine(0x130a8)
  4. AsyncWait(13.0)
  5. DeleteSwordGlow { fade_time: 10 }
  6. Subroutine(0x130a8)
  7. AsyncWait(20.0)
  8. DeleteSwordGlow { fade_time: 10 }
  9. SwordGlow(SwordGlow { color: 891, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 1.6, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 11.5, delete_after_subaction: false, graphic_id: 25296897, bone_id: 65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.95 })
  10. AsyncWait(30.0)
  11. if (not((InternalConstantInt(CurrentAction) Equal scalar(282))))
    1. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(28913)
  3. AsyncWait(12.0)
  4. SoundEffect1(28915)
  5. AsyncWait(19.0)
  6. SoundEffect1(28916)

Other

  1. Subroutine(0x17990)
  2. CallEveryFrame { thread_id: 4, script: 0xdb28 }
  3. AsyncWait(6.0)
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(13.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(20.0)
  8. Rumble { unk1: 16, unk2: 0 }