LXP2.1 - Shadow - Subaction - AttackS3S_1

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Stats

IASA: 25
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x50

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 0 11 26 99 361 Slash Slash 1.1 0 6 7
0 1 8 26 80 361 Slash Slash 1 0.25 5 5

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 82, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 99, shield_damage: 0, bkb: 26, size: 7.5, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 82, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 26, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.25, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(5.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(24.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 8.0, z_offset: 6.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, randomize: None, terminate_with_animation: false })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(57)
  3. SoundEffect1(9761)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(16.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }