PM3.02 - Ike - Subaction - SpecialSDash

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Stats

IASA: None
Hitboxes active: 1-17
Hitbox set 0 hits: 1
Subaction Index: 0x1d8

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:1-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
0 0 0 0 0 0 None Unique false false 0 0 1 false 1 0

Scripts

Main

  1. if (OnGround)
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 9.5, z_offset: 12.5, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerPosition, 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: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 1, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  2. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 6.5, z_offset: 12.5, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerPosition, 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: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 1, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. if (BoolIsTrue RandomAccessBool (0x22))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 1, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 0.08, z_offset: 0.9, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 73, bone: 0, x_offset: 0.0, y_offset: 7.0, z_offset: -4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.0, 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 })
    3. loop Infinite times:
      1. if (OnGround)
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, 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 })
      2. SyncWait(1.0)

GFX

  1. GraphicEffect(GraphicEffect { graphic: 40, 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, 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. 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(4.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 5, 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, randomize: None, terminate_with_animation: true })

SFX

  1. SoundEffectStop(2398)
  2. SoundEffect1(5912)
  3. SoundEffect1(89)
  4. AsyncWait(1.0)
  5. loop Infinite times:
    1. if (BoolIsTrue RandomAccessBool (0x20))
      1. EnableInterruptGroup(GroundJump)
      2. EnableInterruptGroup(AirJump)
    2. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. UnknownEvent { namespace: 0x14, code: 0x7, unk1: 0x0, arguments: [Value(0), Scalar(4.0), Scalar(180.0), Scalar(6.0), Scalar(1.0), Scalar(0.0), Scalar(12.0), Scalar(24.0), Scalar(24.0)] }
  3. Rumble { unk1: 13, unk2: 0 }