LXP2.1 - Lucina - Subaction - SpecialLwHit_1

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Stats

IASA: 35
Fully Intangible: 5-8
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x1eb

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 1 90 40 35 Slash Kick false 1.2 2 3
0 1 1 90 40 35 Slash Kick false 1.2 2 3
0 2 1 90 40 35 Slash Kick false 1.2 2 3
0 3 1 90 40 35 Slash Kick false 1.2 2 3
0 4 1 90 40 35 Slash Kick false 1.2 2 3

Scripts

Main

  1. ChangeHurtBoxStateAll { state: Normal }
  2. AsyncWait(4.0)
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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 })
  9. AsyncWait(8.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. AsyncWait(9.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(34.0)
  14. AllowInterrupts

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(2.0)
  3. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 220 }
  4. Subroutine(0x130a8)
  5. AsyncWait(3.0)
  6. RemoveFlashEffect
  7. AsyncWait(17.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SyncWait(2.0)
  2. SoundEffect1(28915)
  3. if (RollADie value(2))
    1. SoundEffect1(28764)
  4. else
    1. SoundEffect1(28783)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 15, unk2: 0 }