LXP2.1 - Ridley-Modern - Subaction - CatchDash

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Stats

IASA: None
Hitboxes active: 11-13
Subaction Index: 0x6d

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:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x46) }
  2. AsyncWait(10.0)
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 3.5, x_offset: 0.0, y_offset: 11.0, z_offset: 8.75, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 3.5, x_offset: 0.0, y_offset: 10.0, z_offset: 15.0, set_action: 61, target: AerialAndGrounded, unk: None })
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 8.5, z_offset: 22.0, set_action: 61, target: AerialAndGrounded, unk: None })
  6. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  7. SyncWait(3.0)
  8. DeleteAllGrabBoxes
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

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(12.0)
  4. 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 })
  5. AsyncWait(18.0)
  6. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 4.0, y_offset: 0.0, z_offset: -3.5, 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. SoundEffect2(9795)
  3. AsyncWait(8.0)
  4. SoundEffect1(9802)
  5. AsyncWait(12.0)
  6. SoundEffect2(9795)
  7. AsyncWait(18.0)
  8. SoundEffect2(9795)
  9. AsyncWait(42.0)
  10. SoundEffect2(9795)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 22, unk2: 0 }
  3. ScreenShake { magnitude: 0 }
  4. AsyncWait(12.0)
  5. Rumble { unk1: 22, unk2: 0 }
  6. ScreenShake { magnitude: 0 }
  7. AsyncWait(18.0)
  8. Rumble { unk1: 22, unk2: 0 }
  9. ScreenShake { magnitude: 0 }