P+ - Ike - Subaction - AttackLw41

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Stats

IASA: 36
Hitboxes active: 8-11
Hitbox set 0 hits: 8
Subaction Index: 0x60

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 14 30 100 140 Slash Slam 0.9 7 8 6
0 1 14 30 100 140 Slash Slam 0.9 7 8 6
0 2 16 30 100 140 Slash Slam 1.1 8 9 9
0 3 14 30 100 140 Slash Slam 0.9 7 8 6
0 4 11 30 100 150 Slash Slam 0.7 11 6 4

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 140, wdsk: 0, kbg: 100, shield_damage: 7, bkb: 30, size: 2.65, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 140, wdsk: 0, kbg: 100, shield_damage: 7, bkb: 30, size: 2.45, x_offset: -1.0, y_offset: 0.0, z_offset: 0.8, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 140, wdsk: 0, kbg: 100, shield_damage: 8, bkb: 30, size: 4.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 140, wdsk: 0, kbg: 100, shield_damage: 7, bkb: 30, size: 4.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(11.0), trajectory: 150, wdsk: 0, kbg: 100, shield_damage: 11, bkb: 30, size: 4.0, 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 })
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  10. CallEveryFrame { thread_id: 9, script: 0x2f9a8 }
  11. AsyncWait(25.0)
  12. RemoveCallEveryFrame { thread_id: 9 }
  13. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  14. AsyncWait(33.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. Subroutine(0x9758)
  3. AsyncWait(6.0)
  4. SoundEffectStop(105)
  5. SoundEffect1(2421)
  6. AsyncWait(7.0)
  7. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.6, 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 })
  8. SoundEffect1(167)
  9. SoundEffect1(5922)
  10. AsyncWait(14.0)
  11. DeleteSwordGlow { fade_time: 1 }

SFX

  1. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd (not(ButtonHeld value(0)))
      2. BoolVariableSetTrue { variable: RandomAccessBool (0x22) }
    2. if (ButtonHeld value(0))
      1. IfStatementAnd (BoolIsTrue RandomAccessBool (0x22))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    3. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    4. SyncWait(0.1)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 19, unk2: 0 }
  6. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 0.75, stength: 110.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 40 })
  7. AsyncWait(16.0)
  8. EndAestheticWindEffect { unk: 0 }
  9. AsyncWait(25.0)
  10. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }