PM3.6 - Ike - Subaction - AttackAirLw

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Stats

IASA: 44
Auto Cancel Window: 1-4, 38-48
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 16-30
Hitbox set 0 hits: 16
Subaction Index: 0x66

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:16-17

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 14 25 100 270 Slash Slam 0.9 8 6
0 1 14 25 100 270 Slash Slam 0.9 8 6
0 2 17 25 100 285 Slash Slam 1.1 9 9
0 3 14 25 100 270 Slash Slam 0.9 8 6
0 4 12 25 100 270 Slash Slam 0.7 7 4

Frames:18-30

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 9 10 100 361 Slash Kick 0.9 6 5
0 1 9 10 100 361 Slash Kick 0.9 6 5
0 2 10 10 100 361 Slash Kick 1.1 6 6
0 3 9 10 100 361 Slash Kick 0.9 6 5
0 4 7 10 100 361 Slash Kick 0.7 5 3

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 2.1, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 2.3, x_offset: -2.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 285, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.4, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.4, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(12.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 3.4, 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 })
  9. AsyncWait(17.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.1, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 2.3, x_offset: -2.0, 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: Kick, 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: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.4, 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: Kick, 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: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.4, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.4, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(30.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(37.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. AsyncWait(43.0)
  20. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 75, 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: 0.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(8.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 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, 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: true })
  4. AsyncWait(13.0)
  5. 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 })
  6. AsyncWait(31.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(3.0)
  2. SyncWait(12.0)
  3. SoundVoiceLow
  4. SoundEffect1(5922)
  5. SoundEffect1(110)
  6. Goto(0x9019c168)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(15.0)
  3. Rumble { unk1: 18, unk2: 0 }