LXP2.1 - Ridley-Modern - Subaction - DownAttackD

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Stats

IASA: None
Fully Intangible: 1-16
Hitboxes active: 10-29
Hitbox set 0 hits: 10
Subaction Index: 0xb9

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:10-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal Kick false 1 0 4 4
0 1 8 80 50 361 Slash Slash false 1.5 15 5 8
0 2 6 80 50 361 Normal Kick false 1 0 4 4

Frames:17-29

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal Kick false 1 0 4 4
0 1 8 80 50 361 Slash Slash false 1.5 15 5 8
0 2 6 80 50 361 Normal Kick false 1 0 4 4
0 3 8 80 50 361 Flame Burn true 1 0 5 5
0 4 6 80 50 361 Flame Burn true 1 0 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(9.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 4.0, x_offset: 0.0, y_offset: 1.0, 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: 68, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, 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: 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: 77, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 15, bkb: 80, size: 5.0, 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 })
  6. AsyncWait(16.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 4, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(29.0)
  11. 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. AsyncWait(16.0)
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 18, bone: 31, x_offset: 2.0, y_offset: 0.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 18, bone: 31, x_offset: 6.0, y_offset: 1.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 18, bone: 31, x_offset: 12.0, y_offset: 3.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    4. SyncWait(2.0)
  5. AsyncWait(22.0)
  6. 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 })
  7. AsyncWait(35.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(9802)
  3. SoundEffect1(9816)
  4. AsyncWait(16.0)
  5. SoundEffect1(9794)
  6. AsyncWait(18.0)
  7. SoundEffect1(9802)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. Rumble { unk1: 13, unk2: 2 }
  3. AsyncWait(23.0)
  4. Rumble { unk1: 13, unk2: 0 }