LXP2.1 - Waluigi - Subaction - AttackAirLw

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Stats

IASA: 56
Auto Cancel Window: 1, 56-59
Auto Cancel Lag: 2
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 3-4, 8-9, 15-16, 22-23, 28-29, 35-36
Hitbox set 0 hits: 3, 8, 15, 22, 28, 35
Subaction Index: 0x66

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 40 270 Normal Kick 2 3
0 1 2 30 40 270 Normal Kick 2 3
0 2 2 30 40 270 Normal Kick 2 3

Frames:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 40 270 Normal Kick 2 3
0 1 2 30 40 270 Normal Kick 2 3
0 2 2 30 40 270 Normal Kick 2 3

Frames:15-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 40 270 Normal Kick 2 3
0 1 2 30 40 270 Normal Kick 2 3
0 2 2 30 40 270 Normal Kick 2 3

Frames:22-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 40 270 Normal Kick 2 3
0 1 2 30 40 270 Normal Kick 2 3
0 2 2 30 40 270 Normal Kick 2 3

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 40 270 Normal Kick 2 3
0 1 2 30 40 270 Normal Kick 2 3
0 2 2 30 40 270 Normal Kick 2 3

Frames:35-36

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 40 70 270 Normal Kick 2 3
0 1 2 40 70 270 Normal Kick 2 3
0 2 2 35 110 270 Normal Kick 2 3

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(2.0)
  5. Subroutine(0x2021c)
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(7.0)
  9. Subroutine(0x2021c)
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(14.0)
  13. Subroutine(0x2021c)
  14. SyncWait(2.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(21.0)
  17. Subroutine(0x2021c)
  18. SyncWait(2.0)
  19. DeleteAllHitBoxes
  20. AsyncWait(27.0)
  21. Subroutine(0x2021c)
  22. SyncWait(2.0)
  23. DeleteAllHitBoxes
  24. AsyncWait(34.0)
  25. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 40, size: 4.8, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  26. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 40, size: 4.8, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  27. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 4.8, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  28. SyncWait(2.0)
  29. DeleteAllHitBoxes
  30. AsyncWait(40.0)
  31. FrameSpeedModifier { multiplier: 0.85, unk: 0 }
  32. AsyncWait(52.0)
  33. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  34. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  35. Subroutine(0x20544)

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(2.0)
  2. if (RollADie value(2))
    1. SoundEffect1(23316)
  3. else
    1. SoundEffect1(23324)
  4. SoundEffect1(55)
  5. AsyncWait(7.0)
  6. SoundEffect1(55)
  7. AsyncWait(14.0)
  8. SoundEffect1(55)
  9. AsyncWait(21.0)
  10. SoundEffect1(55)
  11. AsyncWait(27.0)
  12. SoundEffect1(55)
  13. AsyncWait(34.0)
  14. SoundEffect1(55)

Other

  1. AsyncWait(2.0)
  2. RumbleLoop { unk1: 37, unk2: 0 }