LXP2.1 - MetalSonic - Subaction - AttackHi3

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Stats

IASA: 32
Hitboxes active: 5-16
Hitbox set 0 hits: 5
Subaction Index: 0x54

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:5-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 40 110 84 Slash Slash false 6 6
0 1 10 40 110 84 Slash Slash false 6 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
  2. AsyncWait(3.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 84, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 2.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 84, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 40, size: 4.5, x_offset: -2.0, y_offset: 2.0, z_offset: 0.0, 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: false, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(12.0)
  6. DeleteAllHitBoxes
  7. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  8. AsyncWait(30.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 7, bone: 0, x_offset: 6.0, y_offset: 18.0, z_offset: -1.0, x_rotation: 80.0, y_rotation: 6.0, z_rotation: 0.0, scale: 0.75, randomize: Some(ExternalGraphicEffectRandomize { 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(28690)
  3. loop Infinite times:
    1. FloatVariableSet { variable: LongtermAccessFloat (0x63), value: 0 }
    2. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 17, unk2: 0 }