PM3.02 - Ike - Subaction - SpecialHi2

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Stats

IASA: None
Hitboxes active: 1, 3-20, 29-40
Hitbox set 0 hits: 1, 3, 5, 13, 29
Subaction Index: 0x1e1

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:1

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 6 60 120 100 91 Slash Slam 0.5 0.5 4 2
0 1 6 60 120 100 78 Slash Slam 0.5 0.5 4 2
0 2 6 55 105 100 80 Slash Slam 0.5 0.5 4 2
0 3 6 55 105 100 91 Slash Slam 0.5 0.5 4 2

Frames:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 50 100 100 87 Slash Unknown(112) AD false 0.5 0.5 2 1
0 1 2 50 100 100 87 Slash Unknown(112) AD false 0.5 0.5 2 1

Frames:5-12

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 30 60 100 87 Slash Unknown(112) AD false 0.5 0.5 2 1
0 1 2 30 60 100 87 Slash Unknown(112) AD false 0.5 0.5 2 1

Frames:13-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 19 38 100 85 Slash Unknown(112) AD false 0.5 0.8 2 1
0 1 2 19 38 100 85 Slash Unknown(112) AD false 0.5 0.8 2 1

Frames:29-40

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Rehit Rate Shieldstun Hitlag Targets
0 0 2 10 20 100 270 Slash Unknown(112) AD false 0.5 7 2 1
0 1 2 10 20 100 270 Slash Unknown(112) AD false 0.5 7 2 1

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool(VelocityIgnoreHitstun) }
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 91, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 120, size: 2.87, x_offset: 0.0, y_offset: 3.29, z_offset: 17.86, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 78, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 120, size: 2.87, x_offset: 0.0, y_offset: 3.29, z_offset: 6.58, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 105, size: 2.87, x_offset: 0.0, y_offset: 12.69, z_offset: 6.58, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, 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: 0, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 91, wdsk: 55, kbg: 100, shield_damage: 0, bkb: 105, size: 2.87, x_offset: 0.0, y_offset: 12.69, z_offset: 17.86, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, 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. AsyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(2.0)
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 87, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 87, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  11. DeleteHitBox(2)
  12. DeleteHitBox(3)
  13. AsyncWait(4.0)
  14. DeleteAllHitBoxes
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 87, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 87, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  17. AsyncWait(7.0)
  18. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  19. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  20. AsyncWait(8.0)
  21. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  22. AsyncWait(12.0)
  23. DeleteAllHitBoxes
  24. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 85, wdsk: 19, kbg: 100, shield_damage: 0, bkb: 38, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  25. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 85, wdsk: 19, kbg: 100, shield_damage: 0, bkb: 38, size: 4.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: 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 })
  26. AsyncWait(20.0)
  27. DeleteAllHitBoxes
  28. Armor { armor_type: None, tolerance: 0.0 }
  29. AsyncWait(21.0)
  30. AsyncWait(28.0)
  31. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, angle_flipping: AttackerDir, 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: 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 })
  32. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(112), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 7, angle_flipping: AttackerDir, 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: 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 })
  33. AsyncWait(40.0)
  34. DeleteAllHitBoxes
  35. AsyncWait(45.0)
  36. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. GraphicEffect(GraphicEffect { graphic: 39, 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: 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: true })
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2293761), Bool(false), Bool(true)] }
  3. 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 })
  4. AsyncWait(20.0)
  5. GraphicEffect(GraphicEffect { graphic: 41, bone: 0, x_offset: 3.5, y_offset: 0.0, z_offset: 0.0, 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: true })
  6. AsyncWait(25.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(5896)
  3. SyncWait(2.0)
  4. SoundVoiceOttotto
  5. SoundEffect1(5897)
  6. SyncWait(10.0)
  7. SoundEffect1(5897)
  8. SyncWait(9.0)
  9. SoundEffect1(5898)
  10. SyncWait(4.0)
  11. SoundEffect1(83)
  12. SyncWait(3.0)
  13. SoundEffect1(5921)
  14. SyncWait(2.0)
  15. SoundEffect1(5899)
  16. SyncWait(10.0)
  17. SoundEffect1(5899)

Other

  1. ScreenShake { magnitude: 0 }
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(20.0)
  4. Rumble { unk1: 12, unk2: 0 }
  5. AsyncWait(40.0)
  6. Rumble { unk1: 16, unk2: 0 }