P+ - Ike - Subaction - AttackHi3

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 |

Stats

IASA: 35
Partially Intangible: 9-21
Hitboxes active: 9-21
Hitbox set 0 hits: 9
Subaction Index: 0x54

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:9-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 14 40 110 85 Slash Slam 1.1 7 8 8
0 1 12 40 110 85 Slash Slam 0.9 6 7 6
0 2 12 40 110 85 Slash Slam 0.9 6 7 6
0 3 12 40 110 85 Slash Slam 0.9 6 7 6
0 4 10 40 110 75 Slash Slam 0.7 10 6 4

Frames:15-21

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 11 25 110 90 Slash Slam 1.1 5 6 7
0 1 10 25 110 90 Slash Slam 0.9 5 6 5
0 2 10 25 110 90 Slash Slam 0.9 5 6 5
0 3 10 25 110 90 Slash Slam 0.9 5 6 5
0 4 8 25 110 80 Slash Slam 0.7 8 5 3

Scripts

Main

  1. AsyncWait(8.0)
  2. ChangeHurtBoxStateSpecific { bone: 67, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 68, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 69, state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 85, wdsk: 0, kbg: 110, shield_damage: 7, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 110, shield_damage: 6, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 110, shield_damage: 6, bkb: 40, size: 2.7, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 110, shield_damage: 6, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(10.0), trajectory: 75, wdsk: 0, kbg: 110, shield_damage: 10, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(6.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 5, bkb: 25, size: 3.8, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 5, bkb: 25, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 5, bkb: 25, size: 2.7, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 5, bkb: 25, size: 3.8, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 110, shield_damage: 8, bkb: 25, size: 3.8, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  16. AsyncWait(21.0)
  17. UnchangeHurtBoxStateSpecific
  18. DeleteAllHitBoxes
  19. AsyncWait(34.0)
  20. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 75, 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: 0.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(8.0)
  3. Subroutine(0x96c8)
  4. AsyncWait(21.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(5921)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(11.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  4. AsyncWait(17.0)
  5. Rumble { unk1: 18, unk2: 0 }
  6. AsyncWait(30.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }