LXP2.1 - Ridley-Modern - Subaction - GlideAttack

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Stats

IASA: None
Hitboxes active: 8-12
Hitbox set 0 hits: 8
Subaction Index: 0x3c

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:8-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 100 80 361 Normal Kick 6 6
0 1 10 50 80 361 Normal Kick 6 6

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. AddVelocity { x_vel: Constant(1.8), y_vel: Constant(1.25) }
  3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  4. AsyncWait(7.0)
  5. FrameSpeedModifier { multiplier: 0.666, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 100, size: 7.5, x_offset: 0.0, y_offset: 10.0, z_offset: 17.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 10.0, z_offset: 8.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. DeleteAllHitBoxes
  10. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  11. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  12. AddVelocity { x_vel: Constant(-1.0), y_vel: Constant(0.0) }
  13. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  14. AsyncWait(15.0)
  15. LedgeGrabEnable(EnableInFront)

GFX

  1. AsyncWait(5.0)
  2. loop 2 times:
    1. Rumble { unk1: 17, unk2: 0 }
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 4, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 6, 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, 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: false })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 30, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
    5. SyncWait(4.0)
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 4, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 6, 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, 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: false })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 4, bone: 30, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
    9. SyncWait(2.0)

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(9806)
  3. AsyncWait(7.0)
  4. SoundEffect1(9816)

Other

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 21, bone: 35, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 21, bone: 10, 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 })