LXP2.1 - Shadow - Subaction - CliffAttackSlow

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Stats

IASA: None
Fully Intangible: 1-37
Hitboxes active: 51-53, 55-58
Hitbox set 0 hits: 51, 55
Subaction Index: 0xdc

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:51-53

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 3 60 0 30 Flame Unknown(64) AD false 1 3 3
0 1 3 60 0 30 Flame Unknown(64) AD false 1 3 3
0 2 3 60 0 30 Flame Unknown(64) AD false 1 3 3

Frames:55-58

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 9 70 50 361 Flame Unknown(64) AD false 1 6 5
0 1 9 70 50 361 Flame Unknown(64) AD false 1 6 5
0 2 9 70 50 361 Flame Unknown(64) AD false 1 6 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(37.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(50.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 30, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 30, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, size: 3.28, x_offset: 0.0, y_offset: -1.0, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 30, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, size: 4.78, x_offset: 0.0, y_offset: -5.5, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(3.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(54.0)
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.15, x_offset: 0.0, y_offset: 1.0, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 3.69, x_offset: 0.0, y_offset: 5.5, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: -2.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  14. SyncWait(4.0)
  15. DeleteAllHitBoxes

GFX

  1. AsyncWait(50.0)
  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(49.5)
  2. SoundEffect1(9791)
  3. AsyncWait(49.0)
  4. SoundEffect1(9756)
  5. SoundEffect1(166)
  6. AsyncWait(53.5)
  7. SoundEffect1(9791)
  8. AsyncWait(53.0)
  9. SoundEffect1(9756)
  10. SoundEffect1(166)

Other

  1. AsyncWait(38.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  3. AsyncWait(62.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }