P+ - Ike - Subaction - SpecialHi3

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Stats

IASA: None
Hitboxes active: 1-6
Hitbox set 0 hits: 1
Subaction Index: 0x1e2

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 Shieldstun Hitlag Targets
0 0 3 80 100 270 Slash Slam 3 3
0 1 3 80 100 270 Slash Slam 3 3
0 2 3 80 100 270 Slash Slam 3 3
0 3 3 80 100 270 Slash Slam 3 3

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(-6.0), Scalar(0.0), Value(1)] }
  3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 3.5, x_offset: 0.0, y_offset: 3.75, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 3.5, x_offset: 0.0, y_offset: 7.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: 2, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 3.5, x_offset: 0.0, y_offset: 10.75, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 3.25, x_offset: 0.0, y_offset: 12.0, z_offset: 11.8, tripping_rate: 0.0, hitlag_mult: 1.0, 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. AsyncWait(2.0)
  9. if ((LongtermAccessInt(Temp1) LessThan InternalConstantInt (0x5dc6)))
    1. LedgeGrabEnable(EnableInFront)
  10. AsyncWait(134.0)
  11. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (CharacterExists) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, 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: 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 })
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(25)))
    2. SwordGlow(SwordGlow { color: 481, blur_length: 8, 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: 2293770, 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 })
  3. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(61)))
      1. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(8), 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)] }
    2. else
      1. SwordGlow(SwordGlow { color: 4, blur_length: 8, 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: 2293761, 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

  1. SoundEffect1(5900)
  2. SoundEffect1(5921)

Other