PM3.6 - Ike - Subaction - SpecialNEnd_1
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
Stats
IASA: |
None |
Hitboxes active: |
11-26 |
Hitbox set 0 hits: |
11 |
Subaction Index: |
0x1d1 |
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:11-26
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Hitlag Mult |
Shield Dmg |
Shieldable |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
50 |
80 |
80 |
0 |
Aura |
Unknown(64) |
false |
1.5 |
200 |
false |
24 |
29 |
|
0 |
1 |
50 |
80 |
80 |
80 |
Aura |
Unknown(64) |
false |
1.5 |
200 |
false |
24 |
29 |
|
0 |
2 |
50 |
80 |
80 |
0 |
Aura |
Unknown(64) |
false |
1.5 |
200 |
false |
24 |
29 |
|
Scripts
Main
- UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
- Armor { armor_type: SuperArmor, tolerance: 0.0 }
- AsyncWait(10.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 14.0, x_offset: 0.0, y_offset: 7.5, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(50.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 11.0, x_offset: 0.0, y_offset: 25.5, z_offset: 8.5, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 2, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 200, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
- AsyncWait(26.0)
- Armor { armor_type: None, tolerance: 0.0 }
- DeleteAllHitBoxes
GFX
- ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 2, 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: None, terminate_with_animation: true })
- AsyncWait(10.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 3, bone: 0, x_offset: 8.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, 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 })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 35, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, 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 })
- FlashEffectLight { red: 180, green: 230, blue: 255, alpha: 255, light_source_x: 75.0, light_source_y: -10.0 }
- AsyncWait(25.0)
- SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 255, blue: 255, alpha: 0 }
- AsyncWait(45.0)
- RemoveFlashEffect
SFX
- AsyncWait(1.0)
- SoundEffect1(2400)
- SyncWait(2.0)
- SoundEffect1(5853)
- SyncWait(7.0)
- SoundEffect1(5855)
- SoundEffect1(5855)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 110.0, speed: 300.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 30.0, unk6: 30.0, unk7: 30.0, unk8: 40 })
- AsyncWait(5.0)
- Rumble { unk1: 5, unk2: 0 }
- ScreenShake { magnitude: 2 }
- AsyncWait(22.0)
- EndAestheticWindEffect { unk: 0 }