LXP2.1 - MetalSonic - Subaction - Attack13

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Stats

IASA: 34
Hitboxes active: 7-12
Hitbox set 0 hits: 7
Subaction Index: 0x4b

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:7-12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 112 60 Normal MagicZap AD 1.1 1 4 5
0 1 5 50 112 60 Normal MagicZap AD 1.1 1 4 5
0 2 5 50 112 70 Normal MagicZap AD 1.1 1 4 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  2. AsyncWait(9.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 112, shield_damage: 1, bkb: 50, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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: 12, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 112, shield_damage: 1, bkb: 50, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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: 13, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 112, shield_damage: 1, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: -4.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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. AsyncWait(18.0)
  7. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  8. DeleteAllHitBoxes
  9. AsyncWait(45.0)
  10. AllowInterrupts

GFX

    SFX

    1. SyncWait(10.0)
    2. SoundEffect1(28690)
    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(9.0)
    3. Rumble { unk1: 16, unk2: 0 }
    4. AsyncWait(40.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }