LXP2.1 - Ridley-Modern - Subaction - AttackAirB

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Stats

IASA: 41
Auto Cancel Window: 1-11, 26-46
Auto Cancel Lag: 2
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 12-20
Hitbox set 0 hits: 12
Subaction Index: 0x64

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:12-20

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 7 64 64 133 Normal Kick 0 5 5
0 1 13 64 64 361 Slash Unknown(24) 13 7 7
0 2 7 64 64 133 Normal Kick 0 5 5
0 3 7 64 64 133 Normal Kick 0 5 5
0 4 7 64 64 133 Normal Kick 0 5 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 3.0, unk: 0 }
  2. AsyncWait(18.0)
  3. FrameSpeedModifier { multiplier: 0.666, unk: 0 }
  4. AsyncWait(21.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. CreateHitBox(HitBoxArguments { bone_index: 75, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 133, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 64, size: 5.0, 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: 2, unk2: true, 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: 72, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 133, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 64, size: 5.0, 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: 2, unk2: true, 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: 69, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 133, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 64, size: 5.0, 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: 2, unk2: true, 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: 66, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 133, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 64, size: 5.0, 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: 2, unk2: true, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: false, direct: true, unk6: 0 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 64, shield_damage: 13, bkb: 64, size: 5.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), 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: false, 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 })
  11. AsyncWait(27.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(30.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(40.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(16.0)
  2. SwordGlow(SwordGlow { color: 911, blur_length: 8, point1_bone: 76, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 77, point2_x_offset: 0.0, point2_y_offset: -13.0, point2_z_offset: -0.15, delete_after_subaction: true, graphic_id: 75, bone_id: 77, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  3. AsyncWait(30.0)
  4. DeleteSwordGlow { fade_time: 2 }

SFX

  1. AsyncWait(20.0)
  2. SoundEffect1(9802)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 17, unk2: 0 }