LXP2.1 - Ridley-Modern - Subaction - AttackS4Start

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Stats

IASA: None
Hitboxes active: 12-32
Hitbox set 0 hits: 12, 23
Subaction Index: 0x56

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:12-31

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 2 0 100 117 Slash Slash false 10 2 3
0 1 2 0 100 117 Slash Slash false 10 2 3
0 2 2 0 100 117 Slash Slash false 10 2 3
0 3 2 0 100 117 Slash Slash false 10 2 3
0 4 2 0 100 117 Slash Slash false 10 2 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.4, unk: 0 }
  2. AsyncWait(15.0)
  3. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 75, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 117, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 117, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 117, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 117, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 117, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(15.0)
    7. DeleteAllHitBoxes

GFX

  1. AsyncWait(14.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 77, x_offset: 0.0, y_offset: -10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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: true })
  3. SwordGlow(SwordGlow { color: 911, blur_length: 5, 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: 0.0, 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 })
  4. loop 2 times:
    1. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 3.0, random_y_offset: 0.0, random_z_offset: 3.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(6.0)
    3. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 3.0, random_y_offset: 0.0, random_z_offset: 3.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    4. SyncWait(6.0)

SFX

  1. AsyncWait(14.0)
  2. SoundEffect2(9795)
  3. loop 2 times:
    1. SoundEffect1(9806)
    2. SyncWait(12.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }