LXP2.1 - MetalSonic - Subaction - AttackS4S_1

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Stats

IASA: 37
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x58

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 1 17 38 80 41 Slash Slash 1 9 8
0 2 19 38 80 41 Slash Slash 1.3 10 12
0 3 17 38 80 41 Slash Slash 1 9 8

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 41, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 3.0, x_offset: 0.0, y_offset: 8.0, 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: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 2, set_id: 0, damage: Constant(19.0), trajectory: 41, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 4.5, x_offset: -1.0, y_offset: 2.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.3, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 3, set_id: 0, damage: Constant(17.0), trajectory: 41, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 38, size: 3.5, x_offset: 0.0, 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: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(14.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(36.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  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: 0.5, 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: 0.32, randomize: None, terminate_with_animation: false })
    2. SyncWait(0.5)
  4. AsyncWait(11.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 7, bone: 0, x_offset: 11.0, y_offset: 7.0, z_offset: 0.0, x_rotation: -30.0, y_rotation: 0.0, z_rotation: -10.0, scale: 1.1, 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(8.0)
  2. AsyncWait(11.0)
  3. SoundEffect1(28690)
  4. SoundEffect1(28690)
  5. 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: 3 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  5. AsyncWait(31.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 12 }