P+ - Ike - Subaction - SpecialSAttack

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Stats

IASA: 38
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x1d9

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 7 40 130 70 Slash Slam 1.25 7 5 6
0 1 7 40 130 70 Slash Slam 1.25 7 5 6
0 2 7 40 130 70 Slash Slam 1.25 7 5 6
0 3 7 40 130 70 Slash Slam 1.25 7 5 6

Scripts

Main

  1. AsyncWait(1.0)
  2. if (BoolIsTrue RandomAccessBool (0x22))
    1. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 15, bkb: 50, size: 2.7, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 3, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 15, bkb: 50, size: 3.7, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 3, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(18.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 15, bkb: 50, size: 3.7, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 3, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(18.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 15, bkb: 50, size: 3.7, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 3, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
    5. if (OnGround)
      1. IfStatementAnd (ButtonNotPressed value(0))
      2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(45.0), trajectory: 75, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 400, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 0.21, sdi_mult: 0.0, effect: Paralyze, unk1: false, sound_level: 2, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 6.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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: false })
      4. SoundEffect1(5914)
  3. else
    1. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 130, shield_damage: 7, bkb: 40, size: 2.7, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, 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: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 130, shield_damage: 7, bkb: 40, size: 3.7, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, 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: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 130, shield_damage: 7, bkb: 40, size: 3.7, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, 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: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 130, shield_damage: 7, bkb: 40, size: 3.7, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, 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: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(3.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(6.0)
  7. LedgeGrabEnable(EnableInFrontAndBehind)
  8. if ((RandomAccessInt (0xd) Equal scalar(46)))
    1. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(InAir)
  9. else
    1. CreateInterrupt { interrupt_id: None, action: FallSpecial, requirement: (AnimationEnd) }
    2. PreviousInterruptAddRequirement(InAir)
  10. AsyncWait(10.0)
  11. LedgeGrabEnable(EnableInFront)
  12. AsyncWait(22.0)
  13. FrameSpeedModifier { multiplier: 0.857, unk: 0 }
  14. BoolVariableSetTrue { variable: RandomAccessBool (0x15) }
  15. AsyncWait(34.0)
  16. if (OnGround)
    1. IfStatementAnd (not(BoolIsTrue RandomAccessBool (0x21)))
    2. AllowInterrupts

GFX

  1. Subroutine(0x97a0)
  2. AsyncWait(3.0)
  3. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 180.0, 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. if (BoolIsTrue RandomAccessBool (0x21))
    1. ScreenShake { magnitude: 2 }
    2. ChangeSubaction(SpecialSAttackCritical)
  5. AsyncWait(8.0)
  6. DeleteSwordGlow { fade_time: 1 }
  7. if (BoolIsTrue RandomAccessBool (0x21))
    1. FrameSpeedModifier { multiplier: 0.12, unk: 0 }
    2. UnlimitedScreenTint(UnlimitedScreenTint { tint_id: 0, transition_in_time: 15, red: 255, green: 0, blue: 0, alpha: 70 })
    3. BoolVariableSetTrue { variable: LongtermAccessBool (0x43) }
    4. AsyncWait(14.0)
    5. FrameSpeedModifier { multiplier: 1.3334, unk: 0 }
    6. UnlimitedScreenTint(UnlimitedScreenTint { tint_id: 0, transition_in_time: 10, red: 255, green: 0, blue: 0, alpha: 0 })
    7. BoolVariableSetFalse { variable: LongtermAccessBool (0x43) }
    8. AsyncWait(18.0)
    9. FrameSpeedModifier { multiplier: 1.8, unk: 0 }
    10. AsyncWait(27.0)
    11. CreateInterrupt { interrupt_id: None, action: 0x11d, requirement: (OnGround) }

SFX

  1. SoundEffectStop(5912)
  2. SoundEffect1(5913)
  3. if (BoolIsTrue RandomAccessBool (0x22))
    1. SoundEffect1(2400)
  4. else
    1. SoundEffect1(2398)
  5. AsyncWait(1.0)
  6. loop 2 times:
    1. if (HitboxConnects)
      1. IntVariableSet { variable: RandomAccessInt (0xd), value: 46 }
      2. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
      3. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.8 }
      4. Subroutine(0x2fc10)
      5. if ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(26)))
        1. BoolVariableSetTrue { variable: RandomAccessBool (0x21) }
    2. SyncWait(1.0)

Other

  1. UnknownEvent { namespace: 0x14, code: 0x7, unk1: 0x0, arguments: [Value(0), Scalar(3.0), Scalar(130.0), Scalar(300.0), Scalar(1.0), Scalar(0.0), Scalar(12.0), Scalar(24.0), Scalar(24.0)] }
  2. Rumble { unk1: 19, unk2: 0 }
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(10.0)
  5. EndAestheticWindEffect { unk: 0 }