LXP2.1 - Waluigi - Subaction - SpecialS

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Stats

IASA: None
Auto Cancel Window: 1-8, 69-95
Auto Cancel Lag: 2
Hitboxes active: 17-20, 36-40, 54-63
Hitbox set 0 hits: 17, 36, 54
Subaction Index: 0x1de

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:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 2 100 0 100 25 Slash Unknown(72) MD false 2 3
0 1 2 110 0 110 25 Slash Unknown(72) MD false 2 3
0 2 2 80 0 80 25 Slash Unknown(72) MD false 2 3

Frames:19-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 2 100 0 100 25 Slash Unknown(72) MD false 2 3
0 1 2 110 0 110 25 Slash Unknown(72) MD false 2 3

Frames:36-38

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 5 100 0 100 25 Slash Unknown(72) MD false 4 4
0 1 5 110 0 110 25 Slash Unknown(72) MD false 4 4
0 2 5 80 0 80 25 Slash Unknown(72) MD false 4 4

Frames:39-40

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 5 100 0 100 25 Slash Unknown(72) MD false 4 4
0 1 5 110 0 110 25 Slash Unknown(72) MD false 4 4

Frames:54-58

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 75 40 361 Slash Splash false 6 6
0 1 10 75 40 361 Slash Splash false 6 6
0 2 10 75 40 361 Slash Splash false 6 6

Frames:59-63

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 75 40 361 Slash Splash false 6 6
0 1 10 75 40 361 Slash Splash false 6 6

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool (0x71) }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
  4. AsyncWait(3.0)
  5. LedgeGrabEnable(EnableInFront)
  6. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  7. AsyncWait(8.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(16.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 25, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 5.3, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 25, wdsk: 110, kbg: 110, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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 })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 25, wdsk: 80, kbg: 80, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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 })
  13. SyncWait(2.0)
  14. DeleteHitBox(2)
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(35.0)
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 5.3, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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 })
  19. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 110, kbg: 110, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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 })
  20. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 80, kbg: 80, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, 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: 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 })
  21. SyncWait(3.0)
  22. DeleteHitBox(2)
  23. SyncWait(2.0)
  24. DeleteAllHitBoxes
  25. AsyncWait(53.0)
  26. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 75, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  27. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 75, size: 7.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  28. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 75, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  29. SyncWait(5.0)
  30. DeleteHitBox(2)
  31. SyncWait(5.0)
  32. DeleteAllHitBoxes
  33. SyncWait(5.0)
  34. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. if (InAir)
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 4, bone: 0, x_offset: 0.0, y_offset: -3.0, 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 })
  2. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 4, 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: true })
  3. AsyncWait(2.0)
  4. FlashEffectLight { red: 119, green: 20, blue: 252, alpha: 145, light_source_x: 0.0, light_source_y: 90.0 }
  5. SyncWait(5.0)
  6. RemoveFlashEffect
  7. AsyncWait(13.0)
  8. if ((InternalConstantInt(Damage) GreaterThanOrEqual scalar(75)))
    1. Armor { armor_type: None, tolerance: 3.0 }
  9. else
    1. Armor { armor_type: HeavyArmorDamageBased, tolerance: 10.5 }
  10. SwordGlow(SwordGlow { color: 8, blur_length: 7, point1_bone: 19, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 19, point2_x_offset: 2.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 1572865, bone_id: 19, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  11. SwordGlow(SwordGlow { color: 8, blur_length: 7, point1_bone: 47, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 47, point2_x_offset: -2.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 1572865, bone_id: 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, glow_length: 0.0 })
  12. AsyncWait(19.0)
  13. FlashEffectOverlay { red: 119, green: 20, blue: 252, alpha: 45 }
  14. SyncWait(3.0)
  15. RemoveFlashEffect
  16. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  17. AsyncWait(34.0)
  18. FlashEffectOverlay { red: 119, green: 20, blue: 252, alpha: 45 }
  19. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  20. SyncWait(3.0)
  21. RemoveFlashEffect
  22. AsyncWait(45.0)
  23. FlashEffectOverlay { red: 119, green: 20, blue: 252, alpha: 45 }
  24. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  25. SyncWait(3.0)
  26. RemoveFlashEffect
  27. AsyncWait(53.0)
  28. Armor { armor_type: None, tolerance: 0.0 }

SFX

  1. SoundEffectTransient(23319)
  2. SoundEffect1(177)
  3. AsyncWait(6.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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. AsyncWait(13.0)
  7. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  8. CreateInterrupt { interrupt_id: None, action: Walljump, requirement: (TouchingAFloorWallOrCeiling value(2)) }
  9. PreviousInterruptAddRequirement(FacingLeft)
  10. PreviousInterruptAddRequirement((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(-0.1)))
  11. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  12. PreviousInterruptAddRequirement(not(ButtonPress value(15)))
  13. CreateInterrupt { interrupt_id: None, action: Walljump, requirement: (TouchingAFloorWallOrCeiling value(4)) }
  14. PreviousInterruptAddRequirement(FacingRight)
  15. PreviousInterruptAddRequirement((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(-0.1)))
  16. PreviousInterruptAddRequirement((InternalConstantInt (0x5209) LessThan InternalConstantInt (0x59fe)))
  17. PreviousInterruptAddRequirement(not(ButtonPress value(15)))
  18. AsyncWait(21.0)
  19. Rumble { unk1: 16, unk2: 0 }
  20. SoundEffect1(55)
  21. AsyncWait(41.0)
  22. Rumble { unk1: 16, unk2: 0 }
  23. SoundEffect1(55)
  24. AsyncWait(63.0)
  25. Rumble { unk1: 16, unk2: 0 }
  26. SoundEffect1(55)

Other

  1. if (InAir)
    1. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
    2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: false, y_set: true })
  2. AsyncWait(13.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  5. AsyncWait(65.0)
  6. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  7. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  8. AsyncWait(73.0)
  9. if (InAir)
    1. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  10. AsyncWait(77.0)
  11. if (OnGround)
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 11, 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: 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: true })
    2. Rumble { unk1: 0, unk2: 0 }
    3. SoundEffectOther1(611)
    4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }