LXP2.1 - MetalSonic - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 10 100 60 Slash Slash 1.1 0.5 2 4
0 1 2 10 100 60 Slash Slash 1.1 0.5 2 4
0 2 2 10 100 60 Slash Slash 1.1 0.5 2 4

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.0, x_offset: -2.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.5, x_offset: -2.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(6.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(15.0)
  11. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(28691)
    3. loop Infinite times:
      1. FloatVariableSet { variable: LongtermAccessFloat (0x63), value: 0 }
      2. SyncWait(1.0)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
    2. AsyncWait(1.0)
    3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
    4. Rumble { unk1: 16, unk2: 0 }
    5. AsyncWait(18.0)
    6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }