LXP2.1 - Ridley-Modern - Subaction - AttackDash

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Stats

IASA: 35
Hitboxes active: 17-20
Hitbox set 0 hits: 17
Subaction Index: 0x4e

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:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 80 65 70 Slash Slash 7 7
0 1 12 80 65 70 Normal Punch 7 6
0 2 12 80 65 70 Normal Punch 7 6
0 3 11 80 65 70 Normal Punch 6 6
0 4 13 80 65 70 Slash Slash 7 7

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 80 65 70 Slash Slash 7 7
0 1 12 80 65 70 Normal Punch 7 6
0 2 12 80 65 70 Normal Punch 7 6
0 3 11 80 65 70 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(16.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 35, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 80, size: 6.0, x_offset: -4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 80, size: 3.25, x_offset: 2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 80, size: 3.25, x_offset: -4.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 70, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 80, size: 4.0, x_offset: -2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 80, size: 8.0, x_offset: 0.0, y_offset: 7.0, z_offset: 8.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(18.0)
  8. DeleteHitBox(4)
  9. AsyncWait(20.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(34.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 4.0, y_offset: 0.0, z_offset: -2.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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 })
  3. AsyncWait(4.0)
  4. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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(15.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 21, bone: 78, 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: 1.3, randomize: None, terminate_with_animation: true })
  7. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 2.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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 })
  8. AsyncWait(25.0)
  9. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: -2.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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. AsyncWait(2.0)
  2. ScreenShake { magnitude: 0 }
  3. AsyncWait(13.0)
  4. SoundEffect1(9803)
  5. AsyncWait(15.0)
  6. SoundEffect2(9795)
  7. SoundEffect1(9802)
  8. AsyncWait(25.0)
  9. SoundEffect2(9795)
  10. AsyncWait(39.0)
  11. SoundEffect2(9795)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SoundEffect2(9795)
  4. AsyncWait(4.0)
  5. Rumble { unk1: 22, unk2: 0 }
  6. AsyncWait(15.0)
  7. Rumble { unk1: 22, unk2: 0 }
  8. ScreenShake { magnitude: 0 }
  9. AsyncWait(25.0)
  10. Rumble { unk1: 22, unk2: 0 }
  11. ScreenShake { magnitude: 0 }