PM3.6 - Ike - Subaction - SpecialLwHit

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Stats

IASA: 26
Fully Intangible: 1-6
Hitboxes active: 4-7
Hitbox set 0 hits: 4
Subaction Index: 0x1e9

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 50 62 35 Slash Slam false 6 6
0 1 10 50 62 35 Slash Slam false 6 6
0 2 10 50 62 35 Slash Slam false 6 6
0 3 10 50 62 35 Slash Slam false 6 6
0 4 10 50 62 35 Slash Slam false 6 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(3.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.65, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 66, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 2.85, x_offset: -1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 4, set_id: 0, damage: Constant(10.0), trajectory: 35, wdsk: 0, kbg: 62, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: false, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(7.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(25.0)
  13. AllowInterrupts

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: 1.25, 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. AsyncWait(2.0)
  3. GraphicEffect(GraphicEffect { 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: 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: false })
  4. 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 })
  5. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 220 }
  6. AsyncWait(3.0)
  7. FlashEffectOverlay { red: 180, green: 180, blue: 180, alpha: 80 }
  8. SetColorOfFlashEffectOverlay { transition_time: 11, red: 0, green: 0, blue: 0, alpha: 0 }
  9. AsyncWait(14.0)
  10. DeleteSwordGlow { fade_time: 1 }
  11. RemoveFlashEffect

SFX

  1. SoundEffectVictory(5902)
  2. AsyncWait(1.0)
  3. SyncWait(2.0)
  4. if (RollADie value(4))
    1. SoundEffectVictory(2394)
  5. else
    1. if (RollADie value(3))
      1. SoundEffectVictory(2395)
    2. else
      1. if (RollADie value(2))
        1. SoundEffectVictory(2396)
      2. else
        1. SoundEffectVictory(2397)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(3.0)
  5. Rumble { unk1: 15, unk2: 0 }