LXP2.1 - Shadow - Subaction - AttackAirF

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Stats

IASA: 34
Auto Cancel Window: 1-6, 29-60
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 12-16
Hitbox set 0 hits: 12
Subaction Index: 0x63

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:12-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 47 105 50 Normal Kick 7 6
0 1 16 25 105 50 Normal Kick 9 8

Scripts

Main

  1. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  2. BoolVariableSetFalse { variable: LongtermAccessFloat (0x79) }
  3. AsyncWait(6.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(11.0)
  6. FrameSpeedModifier { multiplier: 0.25, unk: 0 }
  7. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 50, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 47, size: 4.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 25, size: 6.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.25)
  10. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  11. DeleteAllHitBoxes
  12. AsyncWait(15.0)
  13. FrameSpeedModifier { multiplier: 4.0, unk: 0 }
  14. AsyncWait(27.0)
  15. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  16. AsyncWait(33.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  18. AsyncWait(38.0)
  19. AllowInterrupts

GFX

    SFX

    1. AsyncWait(10.25)
    2. SoundEffect1(6563)
    3. SoundEffect1(6563)

    Other

    1. Subroutine(0xafa8)
    2. AsyncWait(9.0)
    3. Rumble { unk1: 18, unk2: 0 }