LXP2.1 - Waluigi - Subaction - AttackAirN

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Stats

IASA: 36
Auto Cancel Window: 1-2, 35-50
Auto Cancel Lag: 2
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 4-22
Hitbox set 0 hits: 4, 7, 10, 13
Subaction Index: 0x62

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:4-12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 68 0 100 365 Normal Punch 0.8 0.8 2 2
0 1 2 40 0 100 260 Normal Punch 0.8 0.8 2 2
0 2 2 68 0 100 120 Normal Punch 0.8 0.8 2 2
0 3 2 68 0 100 120 Normal Punch 0.8 0.8 2 2
0 4 2 68 0 100 110 Normal Punch 0.8 0.8 2 2

Frames:13-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 80 70 75 Normal Punch 3 3

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(3.0)
  5. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 68, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 260, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 16.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 68, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 12.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 68, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 12.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 68, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 7.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(3.0)
    7. DeleteAllHitBoxes
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 80, size: 11.3, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(10.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(34.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(35.0)
  12. Subroutine(0x20544)

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. loop 3 times:
    1. SyncWait(2.0)
    2. SoundEffect1(109)
    3. SyncWait(5.0)
  4. SoundEffect1(116)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }