LXP2.1 - Ridley-Classic - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 13-24
Hitbox set 0 hits: 13
Subaction Index: 0x1d6

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:13-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.65 }
  2. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: 0.75 }
  3. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 361, kbg: 100, wdsk: 0, bkb: 60, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  4. AsyncWait(12.0)
  5. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  6. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 10.0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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 })
  8. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 7.0, x_offset: 0.0, y_offset: 9.0, z_offset: 9.0, set_action: 61, target: AerialAndGrounded, unk: Some(2) })
  9. AsyncWait(24.0)
  10. DeleteAllHitBoxes
  11. DeleteAllGrabBoxes
  12. FloatVariableSet { variable: LongtermAccessFloat (0x3c), value: 0 }
  13. AsyncWait(32.0)
  14. if (OnGround)
    1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 15.0, 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: false })
  15. AsyncWait(33.0)
  16. LedgeGrabEnable(EnableInFront)
  17. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 9, 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: 1.2, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 9, 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: 1.4, 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 })
  4. AsyncWait(12.0)
  5. GraphicEffect(GraphicEffect { graphic: 10, 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: 1.2, 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 })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 23, bone: 0, x_offset: -4.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
  7. loop 3 times:
    1. if (OnGround)
      1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(5.0)
  8. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24772631), Bool(false), Bool(true)] }

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(19525)
  3. SoundEffect1(19582)
  4. Subroutine(0xd028)

Other

  1. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }
  2. AsyncWait(12.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(0), Bool(true)] }
  4. Rumble { unk1: 14, unk2: 0 }
  5. AsyncWait(32.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }