LXP2.1 - Shadow - Subaction - Attack11

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Stats

IASA: 12
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 10 0 112 166 Normal Punch 4 2 3
0 1 2 10 0 112 166 Normal Punch 4 2 3
0 2 2 10 0 112 166 Normal Punch 4 2 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  2. AsyncWait(2.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 35, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 166, wdsk: 10, kbg: 112, shield_damage: 4, bkb: 0, size: 4.0, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 166, wdsk: 10, kbg: 112, shield_damage: 4, bkb: 0, size: 3.0, x_offset: 1.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 166, wdsk: 10, kbg: 112, shield_damage: 4, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  8. AsyncWait(4.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(8.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  12. AsyncWait(12.0)
  13. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(6564)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. Rumble { unk1: 16, unk2: 0 }