LXP2.1 - MetalSonic - Subaction - Attack12

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Stats

IASA: None
Hitboxes active: 2-4
Hitbox set 0 hits: 2
Subaction Index: 0x49

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:2-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 18 0 100 15 Slash Unknown(24) AD 1.1 0.3 3 4
0 1 3 18 0 100 15 Slash Unknown(24) AD 1.1 0.3 3 4
0 2 3 18 0 100 15 Slash Unknown(24) AD 1.1 0.3 3 4
0 3 3 18 0 100 15 Slash Unknown(24) AD 1.1 0.3 3 4

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 15, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 2.0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.3, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 15, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 2.5, x_offset: 2.0, y_offset: 0.5, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.3, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 50, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 15, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 2.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.3, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 51, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 15, wdsk: 18, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 3.5, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 0.3, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(20.0)
  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 }