LXP2.1 - Ridley-Classic - Subaction - AttackS3S_1

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Stats

IASA: 41
Hitboxes active: 13-16
Hitbox set 0 hits: 13
Subaction Index: 0x50

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:13-16

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 9 30 95 361 Normal MagicZap 1 0 6 5
0 1 9 30 95 361 Normal Kick 1 1 6 5
0 2 9 30 95 361 Normal Kick 1 1 6 5
0 3 9 30 95 361 Normal Kick 1 1 6 5
0 4 12 40 90 60 Slash Slash 1.2 1 7 8

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.16, unk: 0 }
  2. AsyncWait(10.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(13.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 98, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: -5.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 100, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 3.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 101, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 3.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 102, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: -0.5, 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: Tail, clang: true, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 103, hitbox_id: 4, set_id: 0, damage: Constant(12.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.2, 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: Tail, clang: true, unk5: false, direct: true, unk6: 0 })
  10. AsyncWait(17.0)
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 0.9, unk: 0 }
  13. AsyncWait(39.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. Subroutine(0x14b88)
  3. AsyncWait(13.0)
  4. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.0, 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(18.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffect2(19566)
  3. AsyncWait(11.0)
  4. SoundEffect2(19567)
  5. SoundEffect1(19577)
  6. AsyncWait(29.0)
  7. SoundEffect2(19566)
  8. AsyncWait(34.0)
  9. SoundEffect2(19567)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(11.0)
  5. SlopeContourStand { leg_bone_parent: 6 }
  6. AsyncWait(12.0)
  7. Rumble { unk1: 17, unk2: 0 }