PM3.6 - Ike - Subaction - AttackHi4

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Stats

IASA: 57
Hitboxes active: 14-20
Hitbox set 0 hits: 14
Subaction Index: 0x5d

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:14-20

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 19 50 90 70 Slash Slam 0.9 9 10 8
0 1 19 50 90 70 Slash Slam 0.9 9 10 8
0 2 22 50 90 70 Slash Slam 1.1 11 11 11
0 3 19 50 90 70 Slash Slam 0.9 9 10 8
0 4 16 50 90 80 Slash Slam 0.7 16 9 5

Scripts

Main

  1. AsyncWait(13.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 9, bkb: 50, size: 2.65, 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(19.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 9, bkb: 50, 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(22.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 11, bkb: 50, 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(19.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 9, bkb: 50, 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(16.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 16, bkb: 50, 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(20.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(30.0)
  10. FrameSpeedModifier { multiplier: 1.5385, unk: 0 }
  11. AsyncWait(70.0)
  12. 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(10.0)
  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(18.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 13, bone: 0, x_offset: -12.0, y_offset: 0.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 30.0, 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: true })
  6. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: -10.0, y_offset: 0.0, z_offset: -7.5, x_rotation: 0.0, y_rotation: 30.0, 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: true })
  7. AsyncWait(22.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2420)
  4. SyncWait(6.0)
  5. SoundEffect1(167)
  6. SoundEffect1(5922)
  7. SyncWait(1.0)
  8. SoundEffect1(115)
  9. SyncWait(2.0)
  10. SoundEffectStop(5922)
  11. SoundEffectStop(167)
  12. SyncWait(1.0)
  13. SoundEffect1(5841)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(18.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. ScreenShake { magnitude: 0 }