LXP2.1 - Ridley-Classic - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-23
Hitboxes active: 26-30
Hitbox set 0 hits: 26
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:26-30

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal MagicZap 1 0 1 4 4
0 1 6 80 50 361 Normal Kick 1 1 1 4 4
0 2 6 80 50 361 Normal Kick 1 1 1 4 4
0 3 6 80 50 361 Normal Kick 1 1 1 4 4
0 4 9 80 50 45 Slash Slash 1.2 1 2 6 7

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(23.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(25.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 98, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, 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(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, 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(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, 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(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, 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(9.0), trajectory: 45, wdsk: 0, kbg: 50, shield_damage: 2, bkb: 80, 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: 1, 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(30.0)
  11. DeleteAllHitBoxes

GFX

  1. AsyncWait(23.0)
  2. Subroutine(0x14b88)
  3. AsyncWait(30.0)
  4. DeleteSwordGlow { fade_time: 4 }
  5. AsyncWait(35.0)
  6. GraphicEffect(GraphicEffect { graphic: 7, 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: 0.9, 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. SoundEffect1(19568)
  2. AsyncWait(15.0)
  3. Subroutine(0xd028)
  4. AsyncWait(19.0)
  5. SoundEffect1(19576)
  6. AsyncWait(35.0)
  7. SoundEffectOther1(19570)

Other

  1. AsyncWait(16.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. AsyncWait(35.0)
  4. ScreenShake { magnitude: 0 }
  5. SlopeContourStand { leg_bone_parent: 6 }