LXP2.1 - Waluigi - Subaction - DownAttackD

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Stats

IASA: None
Fully Intangible: 1-18
Hitboxes active: 14-18
Hitbox set 0 hits: 14
Subaction Index: 0xb9

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:14-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 80 50 361 Normal Punch 5 5
0 1 8 80 50 361 Normal Punch 5 5
0 2 8 80 50 361 Normal Punch 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(13.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 13.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.0, x_offset: 0.0, y_offset: 13.0, z_offset: -6.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.0, x_offset: 0.0, y_offset: 13.0, z_offset: 11.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(18.0)
  8. DeleteAllHitBoxes
  9. ChangeHurtBoxStateAll { state: Normal }

GFX

  1. AsyncWait(16.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: 0.0, 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 })
  3. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, 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 })

SFX

  1. AsyncWait(16.0)
  2. SoundEffect1(55)

Other

  1. AsyncWait(16.0)
  2. Rumble { unk1: 13, unk2: 0 }