LXP2.1 - Waluigi - Subaction - Dive

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Stats

IASA: None
Fully Intangible: 1-5
Hitboxes active: 8-11, 22-33, 39
Hitbox set 0 hits: 8, 22, 39
Subaction Index: 0x1d7

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 0 4 0 75 55 Normal Punch false 0.5 0.3 3 2

Frames:22-33

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 0 4 0 75 55 Normal Punch false 0.5 0.3 3 2

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
  3. AsyncWait(5.0)
  4. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  5. ChangeHurtBoxStateAll { state: Normal }
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 55, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 4.0, y_offset: 3.0, z_offset: 4.0, tripping_rate: 0.3, hitlag_mult: 0.5, 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: false, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(5.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(24.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 55, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 0, size: 9.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.3, hitlag_mult: 0.5, 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: false, unk5: false, direct: true, unk6: 0 })
  12. SyncWait(15.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(46.0)
  15. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  16. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 4.6, x_offset: 0.0, y_offset: 5.0, z_offset: 1.0, tripping_rate: 0.3, hitlag_mult: 3.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: true, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 3.7, z_offset: 1.0, tripping_rate: 0.3, hitlag_mult: 3.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  18. AsyncWait(92.0)
  19. DeleteAllHitBoxes

GFX

  1. FlashEffectLight { red: 131, green: 0, blue: 222, alpha: 200, light_source_x: 70.0, light_source_y: 90.0 }
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
  3. AsyncWait(5.0)
  4. RemoveFlashEffect
  5. GraphicEffect(GraphicEffect { graphic: 29, bone: 5, 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: 1.5, 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 })
  6. AsyncWait(25.0)
  7. GraphicEffect(GraphicEffect { graphic: 36, bone: 5, x_offset: 2.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 90.0, scale: 1.5, 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 })
  8. AsyncWait(46.0)
  9. BoolVariableSetTrue { variable: LongtermAccessBool (0x77) }
  10. CreateInterrupt { interrupt_id: None, action: 0x11e, requirement: (OnGround) }
  11. loop 46 times:
    1. if (HitboxConnects)
      1. BoolVariableSetFalse { variable: LongtermAccessBool (0x77) }
      2. CreateInterrupt { interrupt_id: None, action: 0x11e, requirement: (CharacterExists) }
    2. SyncWait(1.0)

SFX

  1. SoundEffectStop(23415)
  2. AsyncWait(6.0)
  3. SoundVoiceLow
  4. SoundEffect1(55)
  5. SoundEffect1(168)

Other

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x75) }
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
  3. AsyncWait(6.0)
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(21.0)
  6. loop 24 times:
    1. if ((InternalConstantInt(ControlStickXAxisRelative) GreaterThanOrEqual InternalConstantInt (0xc4d)))
      1. BoolVariableSetTrue { variable: LongtermAccessBool (0x75) }
      2. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
    2. if ((InternalConstantInt(ControlStickXAxisRelativeReverse) GreaterThanOrEqual InternalConstantInt (0xc4d)))
      1. BoolVariableSetTrue { variable: LongtermAccessBool (0x76) }
      2. BoolVariableSetFalse { variable: LongtermAccessBool (0x75) }
    3. SyncWait(1.0)
  7. AsyncWait(46.0)
  8. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: false })
  9. if (BoolIsTrue LongtermAccessBool (0x75))
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x75) }
    2. AddVelocity { x_vel: Constant(0.75), y_vel: Constant(0.0) }
  10. if (BoolIsTrue LongtermAccessBool (0x76))
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x76) }
    2. AddVelocity { x_vel: Constant(-0.75), y_vel: Constant(0.0) }