LXP2.1 - Ridley-Classic - Subaction - AttackHi4

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Stats

IASA: 59
Hitboxes active: 5-13, 15-17
Hitbox set 0 hits: 5, 15
Subaction Index: 0x5d

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:5-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 45 80 80 Normal Punch 7 7
0 1 13 45 80 80 Normal Punch 7 7
0 2 13 45 80 90 Normal Punch 7 7

Frames:15-17

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 16 50 90 90 Slash Slash 1.3 4 9 10

Scripts

Main

  1. FrameSpeedModifier { multiplier: 4.5, unk: 0 }
  2. AsyncWait(17.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(18.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: 14.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: -14.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 8.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 0, new_x_offset: 0.0, new_y_offset: 14.0, new_z_offset: 14.0 })
  10. MoveHitBox(MoveHitBox { hitbox_id: 1, new_bone: 0, new_x_offset: 0.0, new_y_offset: 14.0, new_z_offset: -14.0 })
  11. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 0, new_x_offset: 0.0, new_y_offset: 14.0, new_z_offset: 0.0 })
  12. SyncWait(1.0)
  13. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 0, new_x_offset: 0.0, new_y_offset: 18.0, new_z_offset: 14.0 })
  14. MoveHitBox(MoveHitBox { hitbox_id: 1, new_bone: 0, new_x_offset: 0.0, new_y_offset: 18.0, new_z_offset: -14.0 })
  15. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 0, new_x_offset: 0.0, new_y_offset: 16.0, new_z_offset: 0.0 })
  16. SyncWait(2.0)
  17. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 0, new_x_offset: 0.0, new_y_offset: 22.0, new_z_offset: 14.0 })
  18. MoveHitBox(MoveHitBox { hitbox_id: 1, new_bone: 0, new_x_offset: 0.0, new_y_offset: 22.0, new_z_offset: -14.0 })
  19. SyncWait(2.0)
  20. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 0, new_x_offset: 0.0, new_y_offset: 26.0, new_z_offset: 14.0 })
  21. MoveHitBox(MoveHitBox { hitbox_id: 1, new_bone: 0, new_x_offset: 0.0, new_y_offset: 26.0, new_z_offset: -14.0 })
  22. SyncWait(1.0)
  23. DeleteAllHitBoxes
  24. SyncWait(1.0)
  25. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 90, wdsk: 0, kbg: 90, shield_damage: 4, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 34.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  26. SyncWait(3.0)
  27. DeleteAllHitBoxes
  28. AsyncWait(60.0)
  29. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  30. AsyncWait(74.0)
  31. AllowInterrupts

GFX

  1. AsyncWait(18.0)
  2. GraphicEffect(GraphicEffect { 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: 1.3, 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(24.0)
  4. if (FacingRight)
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 81, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: true })
  5. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 81, bone: 0, x_offset: 0.0, y_offset: 32.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: true })

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(18.0)
  3. Subroutine(0xd028)
  4. AsyncWait(24.0)
  5. SoundEffect1(168)
  6. AsyncWait(25.0)
  7. SoundEffect1(19524)
  8. AsyncWait(75.0)
  9. SoundEffect2(19567)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(18.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(29.0)
  5. ScreenShake { magnitude: 0 }
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(74.0)
  8. SlopeContourStand { leg_bone_parent: 6 }