LXP2.1 - MetalSonic - Subaction - FinalStart

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Stats

IASA: None
Fully Invincible: 1-120
Hitboxes active: 71-120
Hitbox set 0 hits: 71, 76, 81, 86, 91, 96, 101, 106, 111, 116
Subaction Index: 0x1e4

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:71-115

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 3 32 0 32 69 Electric Unknown(56) false 0 false 3 0

Frames:116-119

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldable Shieldstun Hitlag Targets
0 1 16 80 144 361 Electric Unknown(56) false false 9 8

Scripts

Main

  1. CameraCloseup(CameraCloseup { zoom_time: 4, unk: 0, distance: 1.2, x_angle: 0.0, y_angle: 0.0 })
  2. ChangeHurtBoxStateAll { state: Invincible }
  3. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  4. DisableMovement(DisableHorizontal)
  5. TimeManipulation(5, 50)
  6. AsyncWait(50.0)
  7. CameraNormal
  8. CameraCloseup(CameraCloseup { zoom_time: 2, unk: 0, distance: 6.0, x_angle: 0.0, y_angle: 0.0 })
  9. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(false)] }
  10. GenerateArticle { article_id: 3, subaction_only: true }
  11. AsyncWait(70.0)
  12. loop 9 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 69, wdsk: 32, kbg: 32, shield_damage: 0, bkb: 0, size: 60.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. SyncWait(5.0)
    3. DeleteAllHitBoxes
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 144, shield_damage: 0, bkb: 80, size: 70.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  14. SyncWait(5.0)
  15. DeleteAllHitBoxes
  16. CameraNormal

GFX

  1. AsyncWait(40.0)
  2. GraphicEffect(GraphicEffect { graphic: 15, 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: 1.2, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 12.0, random_x_rotation: 20.0, random_y_rotation: 0.0, random_z_rotation: 40.0, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 56, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.7, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  4. loop 5 times:
    1. GraphicEffect(GraphicEffect { graphic: 52, bone: 0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    2. SyncWait(1.0)
  5. AsyncWait(70.0)
  6. loop 8 times:
    1. GraphicEffect(GraphicEffect { graphic: 129, bone: 0, x_offset: 5.0, y_offset: 30.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 5.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 12.0, random_x_rotation: 120.0, random_y_rotation: 12.0, random_z_rotation: 40.0, terminate_with_animation: true })
    2. SyncWait(5.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(129), Bool(false), Bool(false)] }

SFX

  1. AsyncWait(36.0)
  2. SoundEffect1(28699)
  3. AsyncWait(52.0)
  4. SoundEffectVictory(28597)
  5. SoundEffectVictory(28597)
  6. AsyncWait(70.0)
  7. SoundEffect1(28733)
  8. SoundEffect1(28733)
  9. SyncWait(1.0)
  10. SoundEffect1(28733)
  11. SoundEffect1(28733)
  12. AsyncWait(115.0)
  13. SoundEffect1(123)
  14. SoundEffect1(172)
  15. SoundEffect1(173)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. AsyncWait(40.0)
  4. Rumble { unk1: 14, unk2: 0 }
  5. ScreenShake { magnitude: 1 }
  6. AsyncWait(70.0)
  7. RumbleLoop { unk1: 12, unk2: 45 }
  8. AsyncWait(115.0)
  9. Rumble { unk1: 15, unk2: 0 }
  10. ScreenShake { magnitude: 2 }