LXP2.1 - MetalSonic - Subaction - AttackDash

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Stats

IASA: None
Hitboxes active: 5-10
Hitbox set 0 hits: 5
Subaction Index: 0x4e

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:5-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 45 100 72 Slash Slash 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 72, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 5.5, x_offset: 0.0, y_offset: 5.5, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(6.0)
  4. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 10, 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: 0.6, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  3. loop 6 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 8, bone: 0, x_offset: 3.0, y_offset: 7.3, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.28, randomize: None, terminate_with_animation: false })
    2. SyncWait(2.0)

SFX

  1. AsyncWait(3.0)
  2. UnknownEvent { namespace: 0x11, code: 0x1, unk1: 0x0, arguments: [Value(25231367), Value(0), Scalar(0.0), Scalar(6.0), Scalar(4.0), Scalar(0.0), Scalar(0.0), Scalar(10.0), Scalar(0.94), Scalar(0.0)] }
  3. UnknownEvent { namespace: 0x11, code: 0x1, unk1: 0x0, arguments: [Value(25231367), Value(0), Scalar(0.0), Scalar(9.0), Scalar(4.0), Scalar(0.0), Scalar(0.0), Scalar(170.0), Scalar(0.92), Scalar(0.0)] }
  4. AsyncWait(4.0)
  5. SoundEffect1(28690)
  6. 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(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(14.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }