LXP2.1 - Ganon-Mage - Subaction - Catch

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Stats

IASA: None
Hitboxes active: 11-25
Hitbox set 0 hits: 14
Hitbox set 1 hits: 16
Hitbox set 2 hits: 11
Subaction Index: 0x6c

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:11-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldable Freeze frame disable Flinchless Shieldstun Hitlag Targets
2 3 0 5 50 102 0 None Unique AD false 0 0 false true true 1 0
2 4 0 5 50 102 15 None Unique AD false 0 0 false true true 1 0

Frames:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldable Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 0 8 30 170 180 None Unique AD false 0 0 false true true 1 0
2 3 0 5 50 102 0 None Unique AD false 0 0 false true true 1 0
2 4 0 5 50 102 15 None Unique AD false 0 0 false true true 1 0

Frames:16-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
1 2 0 5 2 102 0 None Unique AD false 0 0 2 false true true 1 0
1 3 0 8 6 170 180 None Unique AD false 0 0 2 false true true 1 0
1 4 0 8 40 170 130 None Unique AD false 0 0 2 false true true 1 0

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessFloat (0x51) }
  2. FrameSpeedModifier { multiplier: 1.6, unk: 0 }
  3. AsyncWait(14.0)
  4. FrameSpeedModifier { multiplier: 1.8, unk: 0 }
  5. AsyncWait(15.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 2, damage: Constant(0.0), trajectory: 0, wdsk: 5, kbg: 102, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 2, damage: Constant(0.0), trajectory: 15, wdsk: 5, kbg: 102, shield_damage: 0, bkb: 50, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  8. AsyncWait(20.0)
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 60, wdsk: 5, kbg: 102, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 180, wdsk: 8, kbg: 170, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: 36.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  11. AsyncWait(21.0)
  12. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 66, size: 5.1, x_offset: 0.0, y_offset: 0.0, z_offset: 0.3, set_action: 61, target: AerialAndGrounded, unk: None })
  13. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 66, size: 5.1, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, set_action: 61, target: AerialAndGrounded, unk: None })
  14. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  15. AsyncWait(23.0)
  16. AsyncWait(24.0)
  17. DeleteAllHitBoxes
  18. AsyncWait(25.0)
  19. FrameSpeedModifier { multiplier: 0.7, unk: 0 }
  20. DeleteAllHitBoxes
  21. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 1, damage: Constant(0.0), trajectory: 0, wdsk: 5, kbg: 102, shield_damage: 0, bkb: 2, size: 8.0, x_offset: 0.0, y_offset: 16.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  22. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 1, damage: Constant(0.0), trajectory: 180, wdsk: 8, kbg: 170, shield_damage: 0, bkb: 6, size: 8.0, x_offset: 0.0, y_offset: 16.0, z_offset: 35.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  23. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 1, damage: Constant(0.0), trajectory: 130, wdsk: 8, kbg: 170, shield_damage: 0, bkb: 40, size: 8.0, x_offset: 0.0, y_offset: 6.0, z_offset: 35.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  24. AsyncWait(32.0)
  25. DeleteAllHitBoxes
  26. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  27. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  28. DeleteAllGrabBoxes

GFX

  1. AsyncWait(20.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 381, graphic: 22, bone: 66, x_offset: 1.75, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.45, 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 })
  3. AsyncWait(22.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 31.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 20.0, random_y_offset: 0.0, random_z_offset: 6.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  5. SyncWait(2.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, bone: 0, x_offset: 27.0, 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: 20.0, random_y_offset: 0.0, random_z_offset: 6.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  7. SyncWait(3.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 23.0, 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: 20.0, random_y_offset: 0.0, random_z_offset: 6.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  9. AsyncWait(31.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 0, x_offset: 31.0, 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: 20.0, random_y_offset: 0.0, random_z_offset: 6.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, bone: 0, x_offset: 27.0, 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: 20.0, random_y_offset: 0.0, random_z_offset: 6.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })

SFX

  1. AsyncWait(20.0)
  2. SoundEffect1(111)
  3. AsyncWait(24.0)
  4. SoundEffectStop(111)
  5. SoundEffect1(40)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }