LXP2.1 - Shadow - Subaction - DownAttackD

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Stats

IASA: None
Fully Intangible: 1-5
Partially Intangible: 6-50
Hitboxes active: 18-25
Hitbox set 0 hits: 18
Subaction Index: 0xb9

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:18-25

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal Kick false 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(17.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 4.1, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 })
  4. AsyncWait(25.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. DeleteAllHitBoxes

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: -3.0, 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 })
  3. AsyncWait(10.0)
  4. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, 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 })
  5. AsyncWait(17.0)
  6. SoundEffect1(6564)
  7. AsyncWait(18.0)
  8. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 20.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.9, 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 })
  9. AsyncWait(20.0)
  10. GraphicEffect(GraphicEffect { graphic: 15, 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 })

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6485)

Other

  1. ItemVisibility(false)
  2. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  3. AsyncWait(3.0)
  4. RumbleLoop { unk1: 2, unk2: 35 }
  5. AsyncWait(4.0)
  6. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  7. AsyncWait(5.0)
  8. loop 5 times:
    1. Subroutine(0x2430)
    2. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
    3. SyncWait(3.0)
    4. Subroutine(0x24c8)
    5. SyncWait(3.0)
  9. AsyncWait(33.0)
  10. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  11. NormalizePhysics
  12. AsyncWait(37.0)
  13. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  14. AsyncWait(44.0)
  15. ItemVisibility(true)
  16. AsyncWait(45.0)
  17. SoundEffect1(6521)
  18. AsyncWait(46.0)
  19. SlopeContourStand { leg_bone_parent: 6 }