PM3.02 - Ike - Subaction - AttackS4S_1

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Stats

IASA: 53
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 22 45 100 361 Slash Slam 0.9 11 11 9
0 1 22 45 100 361 Slash Slam 0.9 11 11 9
0 2 25 45 100 361 Slash Slam 1.1 12 13 12
0 3 22 45 100 361 Slash Slam 0.9 11 11 9
0 4 18 45 100 35 Slash Slam 0.7 18 10 6

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 11, bkb: 45, size: 3.35, 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: 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: 66, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 11, bkb: 45, size: 2.85, 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: 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: 2, set_id: 0, damage: Constant(25.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 12, bkb: 45, size: 4.0, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(22.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 11, bkb: 45, size: 4.0, 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: 3, 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: 4, set_id: 0, damage: Constant(18.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 18, bkb: 45, size: 4.0, 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: 2, unk2: false, sound: Slam, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(11.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(20.0)
  10. FrameSpeedModifier { multiplier: 1.125, unk: 0 }
  11. AsyncWait(56.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 0.7, 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 })
  3. 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 })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 13, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 18.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.8, 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 })
  6. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 16.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.6, 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 })
  7. AsyncWait(11.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2419)
  4. SyncWait(3.0)
  5. SoundEffect1(167)
  6. SoundEffect1(5922)
  7. SyncWait(3.0)
  8. SoundEffect1(115)
  9. SyncWait(2.0)
  10. SoundEffectStop(167)
  11. SoundEffectStop(5922)
  12. SoundEffect1(5841)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 80.0, speed: 300.0, size: 0.8, unk3: 0.0, unk4: 12.0, unk5: 24.0, unk6: 24.0, unk7: 24.0, unk8: 40 })
  3. AsyncWait(9.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. ScreenShake { magnitude: 0 }
  6. AsyncWait(32.0)
  7. EndAestheticWindEffect { unk: 0 }
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 12 }