LXP2.1 - MetalSonic - Subaction - Attack13lw

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Stats

IASA: 28
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x4c

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 3 44 92 75 Normal MagicZap AD 3 3
0 1 3 44 92 75 Normal MagicZap AD 3 3
0 2 3 42 90 106 Normal MagicZap AD 3 3

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 44, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 44, size: 3.8, x_offset: 0.0, y_offset: 1.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, 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: 18, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 106, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 42, size: 4.5, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, 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. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(27.0)
  8. AllowInterrupts

GFX

    SFX

    1. 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(5.0)
    3. Rumble { unk1: 16, unk2: 0 }
    4. AsyncWait(23.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }