LXP2.1 - Waluigi - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 2, 5-21, 25-27
Hitbox set 0 hits: 2, 5, 21, 25
Subaction Index: 0x1e8

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:2

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 13 80 60 35 Electric Unknown(128) 1.2 0 10 7 8
0 1 13 80 60 35 Electric Unknown(128) 1.2 0 10 7 8

Frames:5-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 100 0 100 90 Normal MagicZap 0 1 2 3
0 1 1 120 0 120 90 Normal MagicZap 0 1 2 3
0 2 1 130 0 130 90 Normal MagicZap 0 1 2 3

Frame:21

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 70 0 70 345 Normal MagicZap AD 0 2 2 3
0 1 1 90 0 90 40 Normal MagicZap AD 0 2 2 3
0 2 1 120 0 120 65 Normal MagicZap AD 0 2 2 3

Frames:25-27

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 2 60 100 35 Normal MagicZap AD 0 2 3

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(1.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 35, wdsk: 0, kbg: 60, shield_damage: 10, bkb: 80, size: 4.0, x_offset: 0.0, y_offset: 7.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 35, wdsk: 0, kbg: 60, shield_damage: 10, bkb: 80, size: 4.0, x_offset: 0.0, y_offset: 7.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(4.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 21.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerPosition, 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: true, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 120, kbg: 120, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerPosition, 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: true, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 130, kbg: 130, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerPosition, 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: true, 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(20.0)
  12. DeleteAllHitBoxes
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 345, wdsk: 70, kbg: 70, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 40, wdsk: 90, kbg: 90, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 65, wdsk: 120, kbg: 120, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: -11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  16. SyncWait(1.0)
  17. DeleteAllHitBoxes
  18. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  19. AsyncWait(25.0)
  20. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  21. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 7.0, x_offset: 1.0, y_offset: 0.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  22. SyncWait(3.0)
  23. DeleteAllHitBoxes
  24. SyncWait(5.0)
  25. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. AsyncWait(1.0)
  2. SetColorOfFlashEffectOverlay { transition_time: 26, red: 0, green: 0, blue: 255, alpha: 0 }
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 3, 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: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(25.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 2, bone: 30, x_offset: 1.5, y_offset: 4.0, 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 })
  6. SyncWait(12.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(23134210), Bool(true), Bool(true)] }

SFX

  1. AsyncWait(2.0)
  2. SoundVoiceLow
  3. AsyncWait(5.0)
  4. loop 5 times:
    1. SoundEffect1(110)
    2. SyncWait(5.0)

Other

  1. AsyncWait(5.0)
  2. RumbleLoop { unk1: 37, unk2: 0 }