LXP2.1 - MetalSonic - Subaction - SpecialLwStart

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Stats

IASA: None
Fully Intangible: 5
Hitboxes active: 5
Hitbox set 0 hits: 5
Subaction Index: 0x1dc

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:5

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 1 60 0 170 Normal Unknown(128) false 0.5 2 1
0 1 1 60 0 170 Normal Unknown(128) false 0.5 2 1
0 2 1 100 0 250 Normal MagicZap false 0.5 2 1
0 3 1 70 0 100 Normal MagicZap false 0.5 2 1
0 4 1 60 0 240 Normal MagicZap false 0.5 2 1

Scripts

Main

  1. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: 1 }
  2. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: 0 }
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. if (not((InternalConstantInt(PreviousAction) LessThanOrEqual scalar(17))))
    1. IfStatementAnd ((LongtermAccessFloat (0x63) NotEqual scalar(0)))
    2. FloatVariableSet { variable: LongtermAccessFloat (0x63), value: InternalConstantInt(HorizontalCharacterVelocity) }
  5. else
    1. CallEveryFrame { thread_id: 9, script: 0x1b010 }
  6. if ((LongtermAccessFloat (0x63) LessThan scalar(-1.4)))
    1. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: -1 }
  7. else
    1. if ((LongtermAccessFloat (0x63) GreaterThan scalar(1.4)))
      1. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: 1 }
  8. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
    1. ReverseDirection
    2. FloatVariableMultiply { variable: LongtermAccessFloat (0x63), value: -1 }
  9. AsyncWait(4.0)
  10. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
    1. ReverseDirection
    2. FloatVariableMultiply { variable: LongtermAccessFloat (0x63), value: -1 }
  11. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  12. if ((LongtermAccessFloat (0x61) NotEqual scalar(0)))
    1. if ((LongtermAccessFloat (0x61) Equal scalar(-1)))
      1. if ((LongtermAccessFloat (0x63) LessThan scalar(-1.4)))
        1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
        2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 120, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
        3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
        4. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
        5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 10.0, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: false, 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 })
      2. else
        1. if ((LongtermAccessFloat (0x63) GreaterThan scalar(1.4)))
          1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
          2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 120, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
          3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
          5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 10.0, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: false, 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 })
    2. else
      1. if ((LongtermAccessFloat (0x61) Equal scalar(1)))
        1. if ((LongtermAccessFloat (0x63) LessThan scalar(-1.4)))
          1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
          2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 120, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
          3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
          4. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 70, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
          5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 10.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: false, 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 })
        2. else
          1. if ((LongtermAccessFloat (0x63) GreaterThan scalar(1.4)))
            1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
            2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 120, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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 })
            3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 70, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
            5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 10.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: false, 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 })
  13. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 170, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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: 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 })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 170, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -7.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), 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: 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 })
    3. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 250, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 70, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 4, set_id: 0, damage: Constant(1.0), trajectory: 240, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 60, size: 10.0, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
  14. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: InternalConstantInt(CharacterDirection) }
  15. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  16. SyncWait(1.0)
  17. DeleteAllHitBoxes
  18. FloatVariableSet { variable: LongtermAccessFloat (0x61), value: InternalConstantInt(CharacterDirection) }
  19. ChangeHurtBoxStateAll { state: Normal }

GFX

  1. AsyncWait(4.0)
  2. 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

  1. AsyncWait(5.0)
  2. SoundEffect1(28728)

Other

  1. if ((LongtermAccessFloat (0x63) NotEqual scalar(0)))
    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  2. else
    1. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 5 }