LXP2.1 - MetalSonic - Subaction - SpecialLwEnd

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Stats

IASA: None
Hitboxes active: 1
Hitbox set 0 hits: 1
Subaction Index: 0x1df

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:1

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 7 60 70 72 Electric Unknown(64) AD false 0.5 5 2

Scripts

Main

  1. FlashEffectOverlay { red: 208, green: 128, blue: 255, alpha: 4080 }
  2. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(-0.2)))
    1. ReverseDirection
    2. CreateInterrupt { interrupt_id: None, action: 0x11c, requirement: (CharacterExists) }
  3. if ((InternalConstantInt(HorizontalCharacterVelocity) LessThan scalar(0)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 72, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 11.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDirReverse, 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 })
  4. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 72, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 11.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, 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 })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(9.0)
  8. EnableInterruptGroup(GroundJump)
  9. RemoveFlashEffect
  10. FlashEffectOverlay { red: 240, green: 224, blue: 255, alpha: 752 }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 385, graphic: 3, bone: 8, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0499834, randomize: None, terminate_with_animation: true })

SFX

    Other

    1. if ((LongtermAccessFloat (0x63) NotEqual scalar(0)))
      1. SlopeContourStand { leg_bone_parent: 1 }
    2. else
      1. SlopeContourStand { leg_bone_parent: 0 }
    3. Rumble { unk1: 18, unk2: 0 }
    4. AsyncWait(9.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }