PM3.02 - Ike - Subaction - AttackAirHi

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Stats

IASA: 41
Auto Cancel Window: 1-8, 35-46
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 9-24
Hitbox set 0 hits: 9
Subaction Index: 0x65

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:9-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 13 40 100 70 Slash Slam 0.9 7 6
0 1 13 40 100 70 Slash Slam 0.9 7 6
0 2 15 40 100 70 Slash Slam 1.1 8 8
0 3 13 40 100 70 Slash Slam 0.9 7 6
0 4 11 40 100 60 Slash Slam 0.7 6 4

Frames:15-24

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 15 45 100 75 Slash Slam 0.9 8 7
0 1 15 45 100 75 Slash Slam 0.9 8 7
0 2 17 45 100 75 Slash Slam 1.1 9 9
0 3 15 45 100 75 Slash Slam 0.9 8 7
0 4 12 45 100 65 Slash Slam 0.7 7 4

Scripts

Main

  1. AsyncWait(8.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 2.7, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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: 2, set_id: 0, damage: Constant(15.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, 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: 3, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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: 70, hitbox_id: 4, set_id: 0, damage: Constant(11.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.8, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, 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(14.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  10. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 2.7, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 3.8, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 3.8, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(12.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 3.8, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, 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 })
  14. AsyncWait(24.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(34.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  18. AsyncWait(40.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. SwordGlow(SwordGlow { color: 4, blur_length: 4, 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 })
  3. AsyncWait(14.0)
  4. SoundEffect1(5922)
  5. SoundEffect1(110)
  6. AsyncWait(26.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(3.0)
  2. SyncWait(5.0)
  3. SoundVoiceLow
  4. SoundEffect1(5921)
  5. Goto(0x9019c168)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 19, unk2: 0 }