LXP2.1 - Shadow - Subaction - SpecialNHit3

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Stats

IASA: None
Hitboxes active: 6-13
Hitbox set 0 hits: 6
Subaction Index: 0x1d

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:6-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 2 60 100 82 Normal Burn AD 2 3
0 1 2 60 100 82 Normal Burn AD 2 3
0 2 2 60 100 82 Normal Burn AD 2 3

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x7a) }
  2. AsyncWait(5.0)
  3. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 26, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 8.0, x_offset: 4.0, 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: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 5.0, x_offset: 1.2, 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: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, 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: 22, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 82, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 8.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, 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. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  10. loop 16 times:
    1. if (ButtonPress value(0))
      1. IfStatementOr (ButtonPress value(1))
      2. IfStatementOr (BoolIsTrue LongtermAccessBool (0x7a))
      3. ChangeSubactionRestartFrame(SpecialNHit4)
    2. SyncWait(1.0)
  11. AsyncWait(25.0)
  12. ChangeSubactionRestartFrame(SpecialNHit)

GFX

  1. Subroutine(0xa828)

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(6564)
  3. loop Infinite times:
    1. if (ButtonPress value(0))
      1. IfStatementOr (ButtonPress value(1))
      2. BoolVariableSetTrue { variable: LongtermAccessBool (0x7a) }
    2. SyncWait(0.5)

Other

  1. Goto(SpecialNHit_1 Other 0x7b60)