LXP2.1 - Ridley-Modern - Subaction - AttackAirN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 |

Stats

IASA: None
Auto Cancel Window: 1-7, 35-45
Auto Cancel Lag: 2
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 8-10, 13-15, 18-20, 23-25, 28-30, 33-34
Hitbox set 0 hits: 8, 13, 18, 23, 28, 33
Subaction Index: 0x62

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:8-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 20 0 100 365 Slash Slash 2 3

Frames:13-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 20 0 100 365 Slash Slash 2 3

Frames:18-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 20 0 100 365 Slash Slash 2 3

Frames:23-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 20 0 100 365 Slash Slash 2 3

Frames:28-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 20 0 100 365 Slash Slash 2 3

Frames:33-34

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 6 50 75 361 Normal Kick 3 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  2. AsyncWait(10.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  5. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 85.0, scale: 1.5, randomize: None, terminate_with_animation: true })
    2. CreateHitBox(HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 13.0, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SoundEffect1(9806)
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
    6. SyncWait(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 3, bkb: 50, size: 13.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.38, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  9. DeleteAllHitBoxes
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(10.0)
  2. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 85.0, scale: 1.5, randomize: None, terminate_with_animation: true })
    2. SyncWait(5.0)
  3. SyncWait(2.0)

SFX

  1. AsyncWait(10.0)
  2. loop 5 times:
    1. SoundEffect1(9806)
    2. SyncWait(5.0)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 9, unk2: 30 }