P+ - Ike - Subaction - Attack12

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Stats

IASA: 18
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x49

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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 30 0 100 65 Normal Kick 3 3
0 1 3 30 0 100 65 Normal Kick 3 3
0 2 3 30 0 100 65 Normal Kick 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 65, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 2.75, x_offset: 0.6, y_offset: 0.0, z_offset: 0.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 65, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.25, x_offset: 0.6, y_offset: 0.0, z_offset: 0.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 65, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 3.8, x_offset: 0.8, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(7.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(17.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. SoundEffect1(55)
  3. AsyncWait(4.0)
  4. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })

SFX

  1. AsyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(21.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }