LXP2.1 - Lucina - Subaction - SpecialAirNEnd2_1

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Stats

IASA: 42
Hitboxes active: 8-17
Hitbox set 0 hits: 8
Subaction Index: 0x1db

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 18 40 110 361 Slash Unknown(64) AD false 1.3 45 10 11
0 1 18 40 110 361 Slash Unknown(64) AD false 1.3 45 10 11
0 2 18 40 110 361 Slash Unknown(64) AD false 1.3 45 10 11
0 3 18 40 110 361 Slash Unknown(64) AD false 1.3 45 10 11
0 4 18 40 110 361 Slash Unknown(64) AD false 1.3 45 10 11

Frames:10-17

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 16 30 110 361 Slash Unknown(24) AD false 40 9 8
0 1 16 30 110 361 Slash Unknown(24) AD false 40 9 8
0 2 16 30 110 361 Slash Unknown(24) AD false 40 9 8
0 3 16 30 110 361 Slash Unknown(24) AD false 40 9 8
0 4 16 30 110 361 Slash Unknown(24) AD false 40 9 8

Scripts

Main

  1. Goto(SpecialNEnd2_1 Main 0x2735c)

GFX

  1. Goto(SpecialNEnd_1 GFX 0x15fe0)

SFX

  1. if (not(BoolIsTrue LongtermAccessBool (0x76)))
    1. BoolVariableSetTrue { variable: LongtermAccessBool (0x76) }
    2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    3. SetAirGround(18)
    4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  2. else
    1. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.6, y_vel: 0.6, x_set: false, y_set: true })
  3. Subroutine(SpecialNEnd_1 SFX 0x165e8)

Other

  1. Goto(SpecialNEnd_1 Other 0x14510)