PM3.02 - Ike - Subaction - AttackLw3

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Stats

IASA: 27
Hitboxes active: 14-16
Hitbox set 0 hits: 14
Subaction Index: 0x55

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:14-16

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 12 20 95 70 Slash Slam 0.9 6 7 6
0 1 14 35 95 270 Slash Slam 1.1 7 8 8
0 2 12 20 95 70 Slash Slam 0.9 6 7 6
0 3 12 20 95 70 Slash Slam 0.9 6 7 6
0 4 10 20 95 60 Slash Slam 0.7 10 6 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.1539, unk: 0 }
  2. AsyncWait(15.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 95, shield_damage: 6, bkb: 20, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 95, shield_damage: 7, bkb: 35, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 95, shield_damage: 6, bkb: 20, size: 2.7, x_offset: -1.5, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 95, shield_damage: 6, bkb: 20, size: 3.8, x_offset: 0.0, y_offset: 5.0, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(10.0), trajectory: 60, wdsk: 0, kbg: 95, shield_damage: 10, bkb: 20, 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 })
  9. AsyncWait(18.0)
  10. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  11. DeleteAllHitBoxes
  12. AsyncWait(30.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(12.0)
  2. SwordGlow(SwordGlow { color: 4, blur_length: 3, 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. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -4.0, 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 })
  5. AsyncWait(21.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(14.5)
  2. SoundVoiceLow
  3. SoundEffect1(5921)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  3. AsyncWait(15.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(30.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 16 }