LXP2.1 - Shadow - Subaction - SpecialNHit4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 |

Stats

IASA: None
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x1e

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:6-12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 6 110 65 75 Normal MagicZap AD 4 4
0 1 6 110 65 75 Normal MagicZap AD 4 4
0 2 6 110 65 75 Normal MagicZap AD 4 4

Scripts

Main

  1. AsyncWait(5.0)
  2. NormalizePhysics
  3. SetAirGround(0)
  4. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  5. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: 0 }
  6. if ((InternalConstantInt(ControlStickXAxisAbsolute) GreaterThanOrEqual scalar(0.3)))
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0xfc) }
    2. FloatVariableSet { variable: LongtermAccessFloat (0x60), value: InternalConstantInt(ControlStickXAxisRelative) }
    3. FloatVariableMultiply { variable: LongtermAccessFloat (0x60), value: 1.2 }
  7. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(96))), y_vel: Constant(2.8) }
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 75, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 110, 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: MagicZap, 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 })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 24, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 75, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 110, 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: MagicZap, 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 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 75, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 110, 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: MagicZap, 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 })
  11. SyncWait(7.0)
  12. DeleteAllHitBoxes
  13. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  14. AsyncWait(26.0)
  15. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  16. AsyncWait(29.0)
  17. Subroutine(0x2690)

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(6563)

    Other

    1. Goto(SpecialNHit_1 Other 0x7b60)