LXP2.1 - Ridley-Modern - Subaction - SpecialSConnect

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Stats

IASA: 76
Hitboxes active: 27-28, 49
Hitbox set 0 hits: 27, 31, 33, 35, 37, 39, 41, 43, 45, 47, 49
Subaction Index: 0x1df

Throw

Frame: 66

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 80 50 275 Normal Unique AerialAndGrounded 8 false

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:27-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 5 70 70 45 Slash Unknown(24) AD false 0.5 true 4 2

Frame:49

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 30 0 30 5 Slash Unknown(24) AD false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 275, kbg: 50, wdsk: 0, bkb: 80, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 77, kbg: 100, wdsk: 0, bkb: 40, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 150.0 }
  4. AsyncWait(26.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 45, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: -8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: true, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. SyncWait(2.0)
  7. loop 11 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 78, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 5, wdsk: 30, kbg: 30, shield_damage: 0, bkb: 0, size: 8.0, x_offset: 0.0, y_offset: -8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: true, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. SyncWait(1.0)
    3. DeleteAllHitBoxes
    4. SyncWait(1.0)
  8. AsyncWait(66.0)
  9. Armor { armor_type: None, tolerance: 0.0 }
  10. ApplyThrow { unk0: 0, bone: 78, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  11. AsyncWait(75.0)
  12. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 52, bone: 78, 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: 1.0, randomize: None, terminate_with_animation: false })
  2. AsyncWait(2.0)
  3. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, 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: 1.0, 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 })
  4. AsyncWait(27.0)
  5. loop 10 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 3, bone: 0, x_offset: 3.0, y_offset: 3.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 5, bone: 0, x_offset: 3.0, y_offset: 0.0, z_offset: 3.0, 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: 0, graphic: 40, bone: 0, x_offset: 3.0, y_offset: 0.0, z_offset: 3.0, 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. SyncWait(1.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)

SFX

  1. SoundEffect1(83)
  2. AsyncWait(5.0)
  3. SoundEffect1(9797)
  4. AsyncWait(20.0)
  5. SoundEffect1(9792)
  6. AsyncWait(27.0)
  7. SoundEffect1(9810)
  8. AsyncWait(57.0)
  9. SoundEffect1(9803)
  10. AsyncWait(63.0)
  11. SoundEffect1(9802)
  12. AsyncWait(75.0)
  13. SoundEffectOther1(9799)

Other

  1. RumbleLoop { unk1: 13, unk2: 0 }