LXP2.1 - Waluigi - Subaction - AttackS3S

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Stats

IASA: 38
Hitboxes active: 9-10
Hitbox set 0 hits: 9
Subaction Index: 0x50

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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 40 100 361 Slash Unknown(48) false 7 7
0 1 9 30 90 361 Normal Punch true 6 5
0 2 9 30 90 361 Normal Punch true 6 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.45, unk: 0 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(10.0)
  4. DefensiveCollision { ty: Reflect, unk: 0, direction: Unknown(3) }
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. AsyncWait(11.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 58, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.25, x_offset: 0.0, y_offset: 0.0, z_offset: -9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, 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: 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 4.0, 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: 1, unk2: true, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 4.0, 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: 1, unk2: true, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(3)] }
  13. AsyncWait(35.0)
  14. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  15. AsyncWait(40.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(11.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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: 2.0, 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: true })

SFX

  1. AsyncWait(11.0)
  2. SoundVoiceLow
  3. SoundEffect1(23363)
  4. SyncWait(3.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(11.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(13.0)
  7. SlopeContourStand { leg_bone_parent: 4 }
  8. AsyncWait(26.0)
  9. SlopeContourStand { leg_bone_parent: 6 }