It's a very long and complicated process to break down a single attack sequence. Phoenix's documents (found readily at
http://rb.thundaga.com/) explain it best, but even still you have to switch constantly between three documents:
- attack sequence group data
http://rb.thundaga.com/monsters/eag.txt- enemy condition indices
http://rb.thundaga.com/monsters/eci.txt- enemy attack sequences
http://rb.thundaga.com/monsters/eas.txtThis last one has two parts, which are sort of presented backwards in terms of usefulness.
Okay, let's say your monster uses attack sequence group AB.
That's 44 BC 08 40 09 2B 0A 42 FF
This is a string of two byte commands, terminated by an FF. Each two byte command is (first byte) a condition and (second) an attack sequence performed if that condition is met.
So first, we have 44 BC, if condition 44, then attack sequence BC
Condition 44 means "if hp is less than 100 and hp damage"
Sequence BC is F2 7E F3 22 AD FF
This is a string of commands that may or may not have parameters, depending on the command, terminated by an FF.
This particular string translates to:
F2 7E - display battle dialogue 7E while performing next attack
F3 22 - change music to 22
AD - cast enemy spell AD (user dies, next enemy brought in)
So... if the enemy sustains damage and remaining hp is less than 100, display dialogue 7E, play music 22, and die, giving way to the next enemy.
Next in the sequence group is 08 40
If condition 08 (hit by a character fire spell)
Then sequence 40 (96 FF)
Which means cast enemy spell 96 (fire)
So... if the enemy is hit by a character's fire spell, counter with (enemy spell) fire
Next is 09 2B
If condition 09 (hit by a character ice spell)
Then sequence 2B (9D FF)
Which means cast enemy spell 9D (wave)
So... if the enemy is hit by a character's ice spell, counter with (enemy spell) wave
Finally, 0A 42
If condition 0A (hit by a character lightning spell)
Then sequence 42 (99 FF)
Which means cast enemy spell 99 (thunder)
So... if the enemy is hit by a character's lightning spell, counter with (enemy spell) thunder
So this is clearly the reflex group for an enemy that counters magic with its own of the same element, then says something, changes the music to song 22, and gives way to another monster when hp gets critical. Song 22 is Calcobrena, so I'm guessing that this is the big Calbrena's reflex group (I don't remember all of those magic counters, but then again, this battle happens just before getting Rydia back...)

Battle Message 7E is "Ran out of power," which is displayed when big Calbrena breaks up into Cal and Brena (and is immediately preceded by "Turned into Calbrena"), so yes, this IS Calbrena's reflex group.
I just picked this one group at random. Attack groups and reflex groups exist in the same table, and a reflex group CAN be assigned as a monster's attack group, but doing so will freeze the game when fighting that monster.
I hope this helps. I was kinda hoping the random sequence I picked would include an attack chain, as that brings an extra element of complication into the mix. I could break more down if you want (not tonight, it's 3:30 am).