P+ - Ike - Subaction - FinalFall

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Stats

IASA: None
Fully Intangible: 1-6
Hitboxes active: 1-6
Hitbox set 0 hits: 1
Subaction Index: 0x1f0

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:1-5

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldable Shieldstun Hitlag Targets
0 0 5 50 100 270 Slash Unknown(112) false 0.2 false 4 0
0 1 5 50 100 270 Slash Unknown(112) false 0.2 false 4 0

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 10.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 10.0, z_offset: 22.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })

GFX

  1. Subroutine(0x8730)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 253, graphic: 2, bone: 70, 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: 1.0, randomize: None, terminate_with_animation: true })
  3. if ((LongtermAccessInt(CostumeID) Equal scalar(61)))
    1. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(127), Value(10), Value(70), Scalar(0.0), Scalar(9.3), Scalar(-1.0), Value(70), Scalar(0.0), Scalar(12.0), Scalar(-1.0), Bool(true), Value(0), Value(70), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Value(8), Value(2), Scalar(4.0)] }
  4. else
    1. SwordGlow(SwordGlow { color: 127, blur_length: 10, point1_bone: 70, point1_x_offset: 0.0, point1_y_offset: 2.8, point1_z_offset: 0.0, point2_bone: 70, point2_x_offset: 0.0, point2_y_offset: 14.3, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 70, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })

SFX

    Other

    1. ItemVisibility(false)