LXP2.1 - Waluigi - Subaction - RisingGodFist2

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Stats

IASA: 51
Fully Intangible: 1-5, 27-32
Hitboxes active: 30-32
Hitbox set 0 hits: 30
Subaction Index: 0x1d1

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:30-31

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 14 100 0 100 90 Electric Punch false 1.25 0 5 8 9
0 1 14 100 0 100 90 Electric Punch false 1.25 0 5 8 9
0 2 14 100 0 100 90 Electric Punch false 1.25 0 5 8 9

Frame:32

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 14 100 0 100 90 Electric Punch false 1.25 0 5 8 9
0 1 14 100 0 100 90 Electric Punch false 1.25 0 5 8 9

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
  3. IntVariableSet { variable: LongtermAccessInt (0x5b), value: 10 }
  4. BoolVariableSetFalse { variable: LongtermAccessBool (0x78) }
  5. AsyncWait(5.0)
  6. ChangeHurtBoxStateAll { state: Normal }
  7. AsyncWait(6.0)
  8. if (ButtonNotPressed value(1))
    1. SetAnimationAndTimerFrame(25.0)
  9. else
    1. IntVariableAdd { variable: LongtermAccessInt (0x5b), value: 2 }
  10. AsyncWait(12.0)
  11. if (ButtonNotPressed value(1))
    1. SetAnimationAndTimerFrame(25.0)
  12. else
    1. IntVariableAdd { variable: LongtermAccessInt (0x5b), value: 2 }
    2. BoolVariableSetTrue { variable: LongtermAccessBool (0x78) }
  13. AsyncWait(26.0)
  14. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
  15. AsyncWait(29.0)
  16. if (BoolIsTrue LongtermAccessBool (0x78))
    1. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 90, wdsk: 100, kbg: 100, shield_damage: 5, bkb: 0, size: 4.5, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 90, wdsk: 100, kbg: 100, shield_damage: 5, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 90, wdsk: 100, kbg: 100, shield_damage: 5, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  17. else
    1. ChangeHurtBoxStateAll { state: Normal }
    2. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 70, wdsk: 0, kbg: 75, shield_damage: 1, bkb: 35, size: 4.5, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 70, wdsk: 0, kbg: 75, shield_damage: 1, bkb: 35, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 70, wdsk: 0, kbg: 75, shield_damage: 1, bkb: 35, size: 4.0, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 })
  18. SyncWait(2.0)
  19. DeleteHitBox(2)
  20. SyncWait(1.0)
  21. ChangeHurtBoxStateAll { state: Normal }
  22. DeleteAllHitBoxes
  23. if (HitboxHasConnected)
    1. IfStatementAnd (BoolIsTrue LongtermAccessBool (0x78))
    2. AsyncWait(40.0)
    3. BoolVariableSetFalse { variable: LongtermAccessBool (0x78) }
    4. AllowInterrupts
  24. else
    1. AsyncWait(50.0)
    2. AllowInterrupts

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(11.0)
  5. GraphicEffect(GraphicEffect { graphic: 19, bone: 47, 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, 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 })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 2, bone: 60, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  7. SyncWait(4.0)
  8. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(23134210), Bool(true), Bool(true)] }
  9. AsyncWait(17.0)
  10. GraphicEffect(GraphicEffect { graphic: 19, bone: 47, 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, 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 })
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 2, bone: 60, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  12. SyncWait(4.0)
  13. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(23134210), Bool(true), Bool(true)] }
  14. AsyncWait(29.0)
  15. GraphicEffect(GraphicEffect { graphic: 19, bone: 47, 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, 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 })
  16. SyncWait(1.0)
  17. GraphicEffect(GraphicEffect { graphic: 19, bone: 47, 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, 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 })
  18. SyncWait(1.0)
  19. GraphicEffect(GraphicEffect { graphic: 19, bone: 47, 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, 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 })

SFX

  1. SoundEffectStop(23415)
  2. AsyncWait(11.0)
  3. SoundEffect1(23362)
  4. AsyncWait(17.0)
  5. SoundEffect1(23362)
  6. AsyncWait(24.0)
  7. SoundEffect1(23323)
  8. AsyncWait(29.0)
  9. SoundEffect1(57)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(11.0)
  5. Rumble { unk1: 0, unk2: 0 }
  6. AsyncWait(17.0)
  7. Rumble { unk1: 0, unk2: 0 }
  8. AsyncWait(29.0)
  9. Rumble { unk1: 16, unk2: 0 }
  10. AsyncWait(44.0)
  11. SlopeContourStand { leg_bone_parent: 6 }