P+ - Wolf - Subaction - Attack11

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Stats

IASA: 15
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x48

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 20 53 80 Slash Slash 0.8 3 4
0 1 4 20 53 35 Slash Slash 0.8 3 4
0 2 4 20 53 30 Slash Slash 0.8 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 53, shield_damage: 0, bkb: 20, size: 4.0, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 35, wdsk: 0, kbg: 53, shield_damage: 0, bkb: 20, size: 3.0, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 30, wdsk: 0, kbg: 53, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(8.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(14.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 7, bone: 0, x_offset: 9.0, y_offset: 5.0, z_offset: 0.0, x_rotation: -20.0, 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 })
  3. SoundEffect1(6352)

SFX

  1. AsyncWait(2.0)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  2. AsyncWait(2.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(18.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }