P+ - Ike - Subaction - SpecialLwHit

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Stats

IASA: 26
Fully Intangible: 1-7
Hitboxes active: 4-7
Hitbox set 0 hits: 4
Subaction Index: 0x1e9

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 50 62 35 Slash Slam false 6 6
0 1 10 50 62 35 Slash Slam false 6 6
0 2 10 50 62 35 Slash Slam false 6 6
0 3 10 50 62 35 Slash Slam false 6 6
0 4 10 50 62 35 Slash Slam false 6 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(3.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.85, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. AsyncWait(7.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. DeleteAllHitBoxes
  12. AsyncWait(25.0)
  13. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 40, 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: 1.25, 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: false })
  2. AsyncWait(2.0)
  3. 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: 1.0, 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: false })
  4. Subroutine(0x96c8)
  5. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 220 }
  6. AsyncWait(3.0)
  7. FlashEffectOverlay { red: 180, green: 180, blue: 180, alpha: 80 }
  8. SetColorOfFlashEffectOverlay { transition_time: 11, red: 0, green: 0, blue: 0, alpha: 0 }
  9. AsyncWait(14.0)
  10. DeleteSwordGlow { fade_time: 1 }
  11. RemoveFlashEffect

SFX

  1. SoundEffectVictory(5902)
  2. AsyncWait(1.0)
  3. SyncWait(2.0)
  4. if (RollADie value(4))
    1. SoundEffectVictory(2394)
  5. else
    1. if (RollADie value(3))
      1. SoundEffectVictory(2395)
    2. else
      1. if (RollADie value(2))
        1. SoundEffectVictory(2396)
      2. else
        1. SoundEffectVictory(2397)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(3.0)
  5. Rumble { unk1: 15, unk2: 0 }