LXP2.1 - Ridley-Modern - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 11-26
Hitbox set 0 hits: 11
Subaction Index: 0x60

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:11-26

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 6 70 70 361 Normal Kick false 1 0 4 4
0 1 15 60 85 45 Slash Slash false 1.5 15 8 11
0 2 6 70 70 361 Normal Kick false 1 0 4 4
0 3 6 70 70 361 Normal Kick false 1 0 4 4
0 4 6 70 70 361 Normal Kick false 1 0 4 4

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 76, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 3.0, 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: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 3.0, 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: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 71, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 3.0, 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: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 4, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 3.0, 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: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 45, wdsk: 0, kbg: 85, shield_damage: 15, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Tail, clang: false, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(26.0)
  8. DeleteAllHitBoxes

GFX

  1. AsyncWait(10.0)
  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. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.7, 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 })
  4. AsyncWait(20.0)
  5. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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 })
  6. AsyncWait(37.0)
  7. DeleteSwordGlow { fade_time: 2 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(2.0)
  3. SoundEffect1(9812)
  4. SoundEffect1(9792)
  5. AsyncWait(20.0)
  6. SoundEffectOther1(9799)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(15.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(20.0)
  6. ScreenShake { magnitude: 1 }
  7. AsyncWait(52.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 16 }