LXP2.1 - Ridley-Modern - Subaction - GlideAttack2

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Stats

IASA: None
Hitboxes active: 15-44
Hitbox set 0 hits: 15
Subaction Index: 0x4c

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:15-44

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 12 50 100 45 Flame Burn false false 0 7 0
0 1 8 60 100 45 Flame Burn false false 0 5 0
0 2 4 70 100 45 Flame Burn false false 0 3 0

Scripts

Main

  1. DisableInterruptGroup(AirLanding)
  2. AsyncWait(14.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 2.3, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 8.0, x_offset: 0.0, y_offset: 4.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, direct: false, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 10.0, x_offset: 0.0, y_offset: 9.0, z_offset: 15.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, direct: false, unk6: 0 })
  6. AsyncWait(44.0)
  7. DeleteAllHitBoxes

GFX

  1. AsyncWait(15.0)
  2. loop 9 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 18, bone: 31, x_offset: 2.0, y_offset: -0.3, 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: 7.0, y_offset: 2.7, 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: 15.0, y_offset: 7.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
    4. SyncWait(2.0)

SFX

  1. AsyncWait(15.0)
  2. SoundEffect1(9794)
  3. Rumble { unk1: 17, unk2: 30 }

Other

  1. AddVelocity { x_vel: Constant(-0.2), y_vel: Constant(0.666) }
  2. SyncWait(18.0)
  3. AddVelocity { x_vel: Constant(-0.15), y_vel: Constant(0.666) }
  4. SyncWait(18.0)
  5. AddVelocity { x_vel: Constant(0.1), y_vel: Constant(0.666) }