LXP2.1 - Waluigi - Subaction - Final

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 |

Stats

IASA: None
Fully Intangible: 1-124
Hitboxes active: 6-39, 47-48
Hitbox set 0 hits: 6, 47
Subaction Index: 0x1ee

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:6-39

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
0 0 0 65 0 75 90 None Unique MD false false 0 2 false 1 3
0 1 0 65 0 75 270 None Unique MD false false 0 2 false 1 3
0 2 0 65 0 75 130 None Unique MD false false 0 2 false 1 3

Frames:47-48

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldable Shieldstun Hitlag Targets
0 0 30 80 100 77 Normal Unknown(48) MD false 3 0 false 15 38
0 1 30 80 100 300 Normal Unknown(48) MD false 3 0 false 15 38
0 2 30 80 100 50 Normal Unknown(48) MD false 3 0 false 15 38

Scripts

Main

  1. if (InAir)
    1. SetAirGround(0)
    2. SetEdgeSlide(Airbourne)
    3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
    4. DisableMovement(DisableVertical)
    5. DisableMovement(DisableHorizontal)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. TimeManipulation(5, 5)
  5. CameraCloseup(CameraCloseup { zoom_time: 10, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  6. AsyncWait(5.0)
  7. CameraNormal
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 90, wdsk: 65, kbg: 75, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 4.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 2, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 270, wdsk: 65, kbg: 75, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 24.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 2, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 130, wdsk: 65, kbg: 75, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 4.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 2, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. AsyncWait(6.0)
  12. if (OnGround)
    1. SetAirGround(17)
    2. SetEdgeSlide(Airbourne)
  13. AsyncWait(37.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(42.0)
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(30.0), trajectory: 77, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 11.0, x_offset: 0.0, y_offset: 14.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(30.0), trajectory: 300, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: -2.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Constant(30.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 9.0, x_offset: 0.0, y_offset: 9.0, z_offset: -5.0, tripping_rate: 0.0, hitlag_mult: 3.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  19. SyncWait(1.0)
  20. GenerateArticle { article_id: 1, subaction_only: true }
  21. ArticleEvent(1)
  22. AsyncWait(44.0)
  23. DeleteAllHitBoxes
  24. AsyncWait(94.0)
  25. if (OnGround)
    1. SetAirGround(15)
    2. SetEdgeSlide(Unknown(2))
  26. AsyncWait(114.0)
  27. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  28. FinalSmashExit
  29. UnknownEvent { namespace: 0x1a, code: 0x7, unk1: 0x0, arguments: [Bool(true)] }

GFX

  1. AsyncWait(6.0)
  2. if (OnGround)
    1. SoundEffect1(23424)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 27, 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: None, terminate_with_animation: false })
  3. AsyncWait(22.0)
  4. FlashEffectLight { red: 131, green: 0, blue: 222, alpha: 0, light_source_x: 70.0, light_source_y: 90.0 }
  5. SyncWait(1.0)
  6. SetColorOfFlashEffectLight { transition_time: 17, red: 131, green: 0, blue: 222, alpha: 255 }
  7. AsyncWait(39.0)
  8. FlashEffectLight { red: 131, green: 0, blue: 222, alpha: 255, light_source_x: 70.0, light_source_y: 90.0 }
  9. AsyncWait(49.0)
  10. SetColorOfFlashEffectLight { transition_time: 20, red: 131, green: 0, blue: 222, alpha: 0 }
  11. AsyncWait(69.0)
  12. RemoveFlashEffect
  13. AsyncWait(94.0)
  14. if (OnGround)
    1. GraphicEffect(GraphicEffect { graphic: 7, bone: 2, 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: 0.85, 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 })
    2. SoundEffectOther1(23426)
    3. Rumble { unk1: 0, unk2: 0 }

SFX

  1. AsyncWait(6.0)
  2. if (FacingRight)
    1. CameraNormal
    2. CameraCloseup(CameraCloseup { zoom_time: 0, unk: 0, distance: 1.5, x_angle: 5.0, y_angle: 45.0 })
    3. AsyncWait(35.0)
    4. CameraNormal
    5. CameraCloseup(CameraCloseup { zoom_time: 20, unk: 0, distance: 1.7, x_angle: -5.0, y_angle: 0.0 })
  3. else
    1. CameraNormal
    2. CameraCloseup(CameraCloseup { zoom_time: 0, unk: 0, distance: 1.5, x_angle: 5.0, y_angle: -45.0 })
    3. AsyncWait(35.0)
    4. CameraNormal
    5. CameraCloseup(CameraCloseup { zoom_time: 20, unk: 0, distance: 1.7, x_angle: 5.0, y_angle: 0.0 })
  4. AsyncWait(23.0)
  5. FrameSpeedModifier { multiplier: 0.5, unk: 0 }
  6. TimeManipulation(5, 20)
  7. AsyncWait(39.0)
  8. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  9. TimeManipulation(1, 1)
  10. SyncWait(1.0)
  11. SoundEffect1(23363)
  12. AsyncWait(58.0)
  13. CameraNormal

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(41.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(94.0)
  7. SlopeContourStand { leg_bone_parent: 6 }