LXP2.1 - Waluigi - Subaction - LandingAirLw

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |

Stats

IASA: 22
Hitboxes active: 1-4
Hitbox set 0 hits: 1
Subaction Index: 0x6b

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:1-4

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 65 35 55 Normal Kick 1.3 2 3

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x1e) }
  2. BoolVariableSetFalse { variable: LongtermAccessBool (0x1f) }
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 55, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 65, size: 6.5, x_offset: 0.0, y_offset: 6.0, z_offset: 4.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(4.0)
  6. DeleteAllHitBoxes

GFX

  1. Goto(LandingAirN GFX 0x8788)

SFX

  1. AsyncWait(3.0)
  2. SoundEffectOther1(23426)

Other

  1. Rumble { unk1: 0, unk2: 0 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 6 }