LXP2.1 - Shadow - Subaction - Attack12

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Stats

IASA: 16
Hitboxes active: 3-5
Hitbox set 0 hits: 3
Subaction Index: 0x49

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:3-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 10 20 100 45 Normal MagicZap AD 0.5 4 3 3
0 1 3 10 20 100 50 Normal MagicZap AD 1 4 3 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  2. AsyncWait(4.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 45, wdsk: 10, kbg: 100, shield_damage: 4, bkb: 20, size: 4.0, x_offset: 2.6, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 10, kbg: 100, shield_damage: 4, bkb: 20, size: 6.0, x_offset: 2.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, 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 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(12.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(17.0)
  12. AllowInterrupts

GFX

    SFX

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

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(1.0)
    3. SlopeContourStand { leg_bone_parent: 2 }
    4. AsyncWait(5.0)
    5. Rumble { unk1: 17, unk2: 8 }
    6. AsyncWait(12.0)
    7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }