LXP2.1 - Waluigi - Subaction - HellAxe

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Stats

IASA: 41
Auto Cancel Window: 1-8, 49-51
Auto Cancel Lag: 2
Fully Intangible: 1-3
Hitboxes active: 9-14, 19-24
Hitbox set 0 hits: 9, 19
Subaction Index: 0x1d6

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:9-14

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 0 3 75 0 56 Normal Kick false 0 14 0.3 3 3
0 1 3 55 0 56 Normal Kick false 0 14 0.3 3 3
0 2 3 55 0 65 Normal Kick false 0 14 0.3 3 3

Frames:19-24

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 0 6 55 25 361 Normal Kick false 20 0.3 4 4
0 1 6 45 15 361 Normal Kick false 20 0.3 4 4
0 2 6 45 15 361 Normal Kick false 20 0.3 4 4

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
  3. AsyncWait(3.0)
  4. ChangeHurtBoxStateAll { state: Normal }
  5. AsyncWait(8.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 56, wdsk: 0, kbg: 0, shield_damage: 14, bkb: 75, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 56, wdsk: 0, kbg: 0, shield_damage: 14, bkb: 55, size: 4.5, x_offset: 0.0, y_offset: 2.2, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 65, wdsk: 0, kbg: 0, shield_damage: 14, bkb: 55, size: 3.9, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(6.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(18.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 25, shield_damage: 20, bkb: 55, size: 6.0, x_offset: 0.0, y_offset: 2.8, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 15, shield_damage: 20, bkb: 45, size: 3.9, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 15, shield_damage: 20, bkb: 45, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(6.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(40.0)
  18. FrameSpeedModifier { multiplier: 1.15, unk: 0 }
  19. Subroutine(0x20544)

GFX

  1. FlashEffectLight { red: 131, green: 0, blue: 222, alpha: 200, light_source_x: 70.0, light_source_y: 90.0 }
  2. AsyncWait(5.0)
  3. RemoveFlashEffect
  4. AsyncWait(8.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. AsyncWait(49.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

SFX

  1. SoundEffectStop(23415)
  2. AsyncWait(8.0)
  3. SoundVoiceLow
  4. SoundEffect1(23361)
  5. AsyncWait(18.0)
  6. SoundEffect1(23364)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 0, unk2: 0 }
  3. AsyncWait(18.0)
  4. Rumble { unk1: 16, unk2: 0 }