LXP2.1 - Shadow - Subaction - AttackHi4

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Stats

IASA: 83
Hitboxes active: 12-40
Hitbox set 0 hits: 12, 30
Subaction Index: 0x5d

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 19 43 83 70 Darkness Burn 10 9

Frames:17-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 21 67 70 Darkness Burn 9 8

Frames:30-34

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 19 32 83 70 Darkness Burn 10 9

Frames:35-40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 16 67 70 Darkness Burn 9 8

Scripts

Main

  1. AsyncWait(11.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 70, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 43, size: 12.5, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 70, wdsk: 0, kbg: 67, shield_damage: 0, bkb: 21, size: 9.5, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(29.0)
  6. DeleteAllHitBoxes
  7. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 70, wdsk: 0, kbg: 83, shield_damage: 0, bkb: 32, size: 12.5, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(5.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 70, wdsk: 0, kbg: 67, shield_damage: 0, bkb: 16, size: 9.5, 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: 3, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(40.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(82.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. loop 2 times:
    1. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, 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, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 384, graphic: 10, bone: 31, 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: 2.0, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 384, graphic: 10, bone: 31, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 45.0, y_rotation: 45.0, z_rotation: 45.0, scale: 2.0, randomize: None, terminate_with_animation: true })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 384, graphic: 10, bone: 31, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -45.0, y_rotation: -45.0, z_rotation: -45.0, scale: 2.0, randomize: None, terminate_with_animation: true })
    5. SyncWait(23.0)
  3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25165834), Bool(true), Bool(false)] }

SFX

  1. AsyncWait(10.0)
  2. Subroutine(0x2a3dc)
  3. SoundEffect1(166)
  4. AsyncWait(33.0)
  5. SoundEffect1(166)

Other

  1. AsyncWait(11.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. ScreenShake { magnitude: 1 }
  4. AsyncWait(29.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. ScreenShake { magnitude: 1 }
  7. AsyncWait(60.0)
  8. SlopeContourStand { leg_bone_parent: 6 }