LXP2.1 - Shadow - Subaction - AttackAirLw

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Stats

IASA: 36
Auto Cancel Window: 1-6, 29-60
Auto Cancel Lag: 4
Landing Lag: 28
Landing Lag (L-Cancel): 14
Hitboxes active: 10-15
Hitbox set 0 hits: 10
Subaction Index: 0x66

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:10-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 52 80 270 Darkness Burn 7 6
0 1 12 52 80 270 Darkness Burn 7 6

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessFloat (0x79) }
  2. AsyncWait(6.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(9.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 82, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 52, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 82, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 52, 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: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(28.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(35.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 46, bone: 78, x_offset: 0.0, y_offset: 0.1, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  3. AsyncWait(9.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 384, graphic: 10, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 82, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 5, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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: true })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(111)
  3. SoundEffect1(119)
  4. Goto(0x9019c168)

Other

  1. ItemVisibility(false)
  2. Subroutine(0xafa8)
  3. AsyncWait(9.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(15.0)
  6. if (HitboxHasConnected)
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0xff) }
    2. BoolVariableSetFalse { variable: LongtermAccessBool (0x9e) }
  7. AsyncWait(35.0)
  8. ItemVisibility(true)