P+ - Ike - Subaction - FinalStart

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Stats

IASA: None
Fully Intangible: 1-19
Hitboxes active: 13-14
Hitbox set 0 hits: 13
Subaction Index: 0x1ec

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:13-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Shieldstun Hitlag Targets
0 0 5 50 100 70 Slash Unknown(112) false 2 0 false 4 9
0 1 5 50 100 75 Slash Unknown(112) false 2 0 false 4 9
0 2 5 50 100 80 Slash Unknown(112) false 2 0 false 4 9
0 3 5 50 100 85 Slash Unknown(112) false 2 0 false 4 9
0 4 5 50 100 70 Slash Unknown(112) false 2 0 false 4 9

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. UnknownEvent { namespace: 0x1a, code: 0x3, unk1: 0x0, arguments: [Scalar(25.0), Scalar(0.0), Scalar(0.0), Scalar(0.0)] }
  3. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  4. TimeManipulation(4, 30)
  5. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  6. BoolVariableSetTrue { variable: LongtermAccessBool(VelocityIgnoreHitstun) }
  7. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 54 }), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 2870 })] }
  8. GenerateArticle { article_id: 0, subaction_only: true }
  9. AsyncWait(12.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 11.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 3, 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 })
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 15.0, x_offset: 0.0, y_offset: 9.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 3, 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 })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 15.0, x_offset: 0.0, y_offset: 20.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 3, 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 })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 13.0, x_offset: 0.0, y_offset: 32.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 3, 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 })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 17.0, x_offset: 0.0, y_offset: 8.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 3, 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 })
  15. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  16. AsyncWait(14.0)
  17. DeleteAllHitBoxes
  18. ModelChanger { reference: 1, switch_index: 0, bone_group_index: -1 }
  19. AsyncWait(19.0)
  20. ChangeHurtBoxStateAll { state: Normal }
  21. AsyncWait(40.0)
  22. CameraNormal

GFX

  1. AsyncWait(11.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 253, graphic: 3, 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: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(12.0)
  2. SoundEffectVictory(5874)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(12.0)
  4. Rumble { unk1: 14, unk2: 0 }
  5. AsyncWait(13.0)
  6. SlopeContourStand { leg_bone_parent: 0 }
  7. AsyncWait(32.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }