P+ - Ike - Subaction - AttackLw42

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Stats

IASA: 47
Hitboxes active: 11-15
Hitbox set 0 hits: 11
Subaction Index: 0x59

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:11-15

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 13 35 115 40 Slash Slam 0.9 6 7 6
0 1 13 35 115 40 Slash Slam 0.9 6 7 6
0 2 15 35 115 40 Slash Slam 1.1 7 8 8
0 3 13 35 115 40 Slash Slam 0.9 6 7 6
0 4 11 35 115 30 Slash Slam 0.7 11 6 4

Scripts

Main

  1. SetAnimationFrame(15.0)
  2. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  3. AsyncWait(10.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 40, wdsk: 0, kbg: 115, shield_damage: 6, bkb: 35, 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: 2, 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: 66, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 40, wdsk: 0, kbg: 115, shield_damage: 6, bkb: 35, 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: 2, 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: 2, set_id: 0, damage: Constant(15.0), trajectory: 40, wdsk: 0, kbg: 115, shield_damage: 7, bkb: 35, 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: 2, 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: 70, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 40, wdsk: 0, kbg: 115, shield_damage: 6, bkb: 35, 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: 2, 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: 4, set_id: 0, damage: Constant(11.0), trajectory: 30, wdsk: 0, kbg: 115, shield_damage: 11, bkb: 35, 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: 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. SyncWait(5.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(46.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. Subroutine(0x9758)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 70, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  4. AsyncWait(10.0)
  5. 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: 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 })
  6. AsyncWait(15.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(10.0)
  2. SoundEffect1(2390)
  3. SoundEffect1(167)
  4. SoundEffect1(5922)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 0.75, stength: 70.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 45 })
  5. AsyncWait(35.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }
  7. EndAestheticWindEffect { unk: 0 }