LXP2.1 - Shadow - Subaction - Attack13

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Stats

IASA: 34
Hitboxes active: 3-6
Hitbox set 0 hits: 3
Subaction Index: 0x4a

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 Shieldstun Hitlag Targets
0 0 9 37 88 50 Flame Burn 6 5
0 1 11 37 88 50 Flame Burn 6 6
0 2 9 37 88 50 Flame Burn 6 5

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 50, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 37, size: 3.2, x_offset: 0.0, y_offset: 0.9992167, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 37, size: 3.4, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 50, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 37, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(4.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(33.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. loop 12 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 84, bone: 24, x_offset: -2.5, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.15, randomize: None, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 84, bone: 24, 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: 0.15, randomize: None, terminate_with_animation: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 24, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    4. SyncWait(1.0)

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6562)
  3. SoundEffect1(6492)
  4. SoundEffect1(9755)
  5. AsyncWait(18.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourStand { leg_bone_parent: 4 }
  4. AsyncWait(5.0)
  5. Rumble { unk1: 17, unk2: 8 }
  6. AsyncWait(26.0)
  7. SlopeContourStand { leg_bone_parent: 6 }