P+ - Ike - Subaction - SpecialNEnd_1

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Stats

IASA: None
Hitboxes active: 11-26
Hitbox set 0 hits: 11
Subaction Index: 0x1d1

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:11-26

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldable Shieldstun Hitlag Targets
0 0 50 80 80 0 Aura Unknown(64) false 1.5 200 false 24 29
0 1 50 80 80 80 Aura Unknown(64) false 1.5 200 false 24 29
0 2 50 80 80 0 Aura Unknown(64) false 1.5 200 false 24 29

Scripts

Main

  1. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  2. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  3. AsyncWait(10.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 14.0, x_offset: 0.0, y_offset: 7.5, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(50.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 11.0, x_offset: 0.0, y_offset: 25.5, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, 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 })
  7. AsyncWait(26.0)
  8. Armor { armor_type: None, tolerance: 0.0 }
  9. DeleteAllHitBoxes

GFX

  1. Subroutine(0x8730)
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 3, bone: 0, x_offset: 8.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, 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 })
  5. FlashEffectLight { red: 180, green: 230, blue: 255, alpha: 255, light_source_x: 75.0, light_source_y: -10.0 }
  6. AsyncWait(25.0)
  7. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 255, blue: 255, alpha: 0 }
  8. AsyncWait(45.0)
  9. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(2400)
  3. SyncWait(2.0)
  4. SoundEffect1(5853)
  5. SyncWait(7.0)
  6. SoundEffect1(5855)
  7. SoundEffect1(5855)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 110.0, speed: 300.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 40 })
  3. AsyncWait(5.0)
  4. Rumble { unk1: 5, unk2: 0 }
  5. ScreenShake { magnitude: 2 }
  6. AsyncWait(22.0)
  7. EndAestheticWindEffect { unk: 0 }