LXP2.1 - Ganon-Mage - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-19
Hitboxes active: 20-23
Hitbox set 0 hits: 20
Subaction Index: 0xd7

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:20-23

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 1 10 110 0 100 361 Normal Kick 1 6 6
0 2 10 110 0 100 361 Normal Kick 1 6 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(22.0)
  4. ChangeHurtBoxStateAll { state: Normal }
  5. AsyncWait(22.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: 9.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 110, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 11.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(27.0)
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(12.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, 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: false })
  3. AsyncWait(18.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 32, 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 })
  5. AsyncWait(23.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 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 })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(228)
  3. AsyncWait(2.0)
  4. SoundEffect1(113)
  5. SyncWait(21.0)
  6. SoundEffect1(55)
  7. SoundEffect1(58)

Other

  1. BoolVariableSetFalse { variable: LongtermAccessInt (0x4a) }
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(23.0)
  4. Rumble { unk1: 19, unk2: 0 }