LXP2.1 - Waluigi - Subaction - AttackHi4

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Stats

IASA: 43
Hitboxes active: 4-5, 7-18
Hitbox set 0 hits: 4, 7
Subaction Index: 0x5d

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 4 40 40 100 90 Normal Burn false 0 0 3 0
0 1 2 40 40 100 127 Normal Burn false 0 0 2 0
0 2 2 40 40 100 127 Normal Burn false 0 0 2 0

Frames:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 55 100 98 Normal Punch 6 6
0 1 10 70 80 98 Normal Punch 6 6

Frames:13-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 45 85 98 Normal Punch 5 5
0 1 7 45 85 98 Normal Punch 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(3.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 127, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 127, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, 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. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(6.0)
  9. ChangeHurtBoxStateSpecific { bone: 33, state: Invincible }
  10. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 98, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 6.5, x_offset: 0.0, y_offset: 2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 98, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(6.0)
  13. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 98, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 45, size: 6.5, x_offset: 0.0, y_offset: 2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 98, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 45, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(6.0)
  16. ChangeHurtBoxStateSpecific { bone: 33, state: Normal }
  17. DeleteAllHitBoxes
  18. AsyncWait(42.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, 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, randomize: Some(ExternalGraphicEffectRandomize { 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. SyncWait(3.0)
  4. GraphicEffect(GraphicEffect { graphic: 70, bone: 5, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.25, 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: false })
  5. SyncWait(3.0)
  6. GraphicEffect(GraphicEffect { graphic: 70, bone: 5, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.25, 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: false })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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: 1.25, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  8. SyncWait(3.0)
  9. GraphicEffect(GraphicEffect { graphic: 70, bone: 5, x_offset: 0.0, y_offset: -7.0, 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: false })
  10. SyncWait(3.0)
  11. GraphicEffect(GraphicEffect { graphic: 70, bone: 5, x_offset: 0.0, y_offset: -7.0, 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: false })
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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, randomize: Some(ExternalGraphicEffectRandomize { 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: false })

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(6.0)
  3. SoundEffect1(23339)
  4. SoundEffect1(23428)
  5. SoundEffect1(169)
  6. SoundEffect1(110)
  7. SyncWait(6.0)
  8. SoundEffect1(110)
  9. SyncWait(6.0)
  10. SoundEffect1(110)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 0, unk2: 0 }
  4. AsyncWait(6.0)
  5. SlopeContourStand { leg_bone_parent: 4 }
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(38.0)
  8. SlopeContourStand { leg_bone_parent: 6 }