LXP2.1 - Lucina - Subaction - FinalAirEnd

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Stats

IASA: None
Fully Intangible: 1-71
Hitboxes active: 2-5
Hitbox set 0 hits: 2
Subaction Index: 0x1f4

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:2-5

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldable Shieldstun Hitlag Targets
0 0 60 120 120 361 Slash Unique AD false false 28 22
0 1 60 120 120 361 Slash Unique AD false false 28 22

Scripts

Main

  1. Goto(FinalEnd Main 0x1cd58)

GFX

  1. Subroutine(0x130a8)
  2. AsyncWait(2.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 240, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 5.0, y_rotation: 0.0, z_rotation: 5.0, scale: 3.0, 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 })
  4. AsyncWait(65.0)
  5. loop Infinite times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 240, graphic: 3, bone: 64, 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: 1.0, randomize: None, terminate_with_animation: true })
    2. SyncWait(10.0)

SFX

  1. SoundEffectVictory(28923)
  2. SyncWait(3.0)
  3. SoundEffectVictory(28923)

Other

  1. ScreenShake { magnitude: 2 }
  2. RumbleLoop { unk1: 8, unk2: 30 }