LXP2.1 - Lucina - Subaction - SpecialLwHit

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Stats

IASA: 35
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x1e6

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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 7 40 140 105 Slash Kick false 1.2 5 6
0 1 7 40 140 105 Slash Kick false 1.2 5 6
0 2 7 40 140 105 Slash Kick false 1.2 5 6
0 3 7 40 140 105 Slash Kick false 1.2 5 6
0 4 7 40 140 105 Slash Kick false 1.2 5 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: Normal }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 105, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 4.7, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 105, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 105, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 105, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 4.92, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 105, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 7.52, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(8.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(9.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(34.0)
  13. AllowInterrupts

GFX

  1. Goto(SpecialLwHit_1 GFX 0x15180)

SFX

  1. SyncWait(2.0)
  2. SoundEffect1(28913)
  3. if (RollADie value(2))
    1. SoundEffect1(28778)
  4. else
    1. SoundEffect1(28765)

Other

  1. Goto(SpecialLwHit_1 Other 0xdba8)