LXP2.1 - MetalSonic - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 3-30
Hitbox set 0 hits: 3
Subaction Index: 0x1d8

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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 2 5 60 60 363 Unknown(13) MagicZap false 0 0.2 4 0

Frames:7-29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 2 3 30 0 100 70 Normal MagicZap AD false 0 0.2 3 0

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
  2. AsyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 363, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.2, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(3.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.2, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(22.0)
  7. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 8, bone: 11, x_offset: 0.0, y_offset: 14.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: false })
  2. SyncWait(0.5)
  3. loop 10 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 8, bone: 11, x_offset: 0.0, y_offset: 14.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: false })
    2. SyncWait(0.4)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 9, bone: 10, 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: 1.0, randomize: None, terminate_with_animation: true })
  5. FlashEffectOverlay { red: 240, green: 224, blue: 255, alpha: 180 }
  6. AsyncWait(1.0)
  7. SetColorOfFlashEffectOverlay { transition_time: 7, red: 160, green: 128, blue: 255, alpha: 80 }
  8. AsyncWait(8.0)
  9. SetColorOfFlashEffectOverlay { transition_time: 7, red: 0, green: 0, blue: 255, alpha: 0 }
  10. AsyncWait(15.0)
  11. RemoveFlashEffect

SFX

  1. SoundEffectTransient(117)
  2. SoundEffect1(166)
  3. SyncWait(1.0)
  4. SoundEffectTransient(28695)

Other

  1. Rumble { unk1: 19, unk2: 0 }