LXP2.1 - YoungLink - Subaction - AttackDash

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Stats

IASA: 25
Hitboxes active: 6-13
Hitbox set 0 hits: 6
Subaction Index: 0x4e

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:6-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 6 72 25 51 Normal MagicZap AD false 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.4, unk: 0 }
  2. AsyncWait(7.0)
  3. FrameSpeedModifier { multiplier: 0.7, unk: 0 }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 58, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 51, wdsk: 0, kbg: 25, shield_damage: 0, bkb: 72, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, 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 })
  5. AsyncWait(8.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(Shorthop) }
  7. CreateInterrupt { interrupt_id: None, action: Jump, requirement: (HasPassedOverAnEdgeForward) }
  8. PreviousInterruptAddRequirement((InternalConstantInt(CurrentFrame) LessThan scalar(18)))
  9. AsyncWait(12.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(18.0)
  12. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  13. AsyncWait(21.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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. AsyncWait(6.0)
  2. SoundEffect1(451)
  3. if (RollADie value(2))
    1. SoundEffect1(434)
  4. else
    1. if (RollADie value(1))
      1. SoundEffect1(447)
  5. SyncWait(4.0)
  6. SoundEffect1(552)
  7. SoundEffect1(452)
  8. SyncWait(6.0)
  9. SoundEffect1(490)
  10. SyncWait(5.0)
  11. SoundEffect1(491)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(16.0)
  4. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 3 }
  5. AsyncWait(21.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }