LXP2.1 - MetalSonic - Subaction - AttackLw3

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Stats

IASA: None
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x55

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 Shieldstun Hitlag Targets
0 0 6 44 90 104 Normal Punch 4 4
0 1 6 44 90 108 Normal Punch 4 4
0 2 7 64 90 114 Slash Slash 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 104, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 44, size: 3.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 108, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 44, size: 2.4, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 114, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 64, size: 4.0, x_offset: -3.5, y_offset: 1.0, z_offset: -2.0, 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: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(8.0)
  6. DeleteAllHitBoxes

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 7, bone: 0, x_offset: 13.5, y_offset: 4.0, z_offset: 0.7, x_rotation: -10.0, y_rotation: 0.0, 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(5.0)
  2. SoundEffect1(28691)
  3. loop Infinite times:
    1. FloatVariableSet { variable: LongtermAccessFloat (0x63), value: 0 }
    2. SyncWait(1.0)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 0 }