P+ - Wolf - Subaction - AttackAirB

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Stats

IASA: 29
Auto Cancel Window: 1-6, 23-31
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 7-10
Hitbox set 0 hits: 7
Subaction Index: 0x64

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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 11 102 361 Normal Kick 6 6
0 1 14 22 102 361 Normal Kick 8 7
0 2 14 22 102 361 Normal Kick 8 7
0 3 14 22 102 361 Normal Kick 8 7

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 22, size: 4.35, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 22, size: 4.35, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 22, size: 3.85, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 11, size: 3.28, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(10.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(22.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(28.0)
  12. AllowInterrupts

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(6349)
    3. SoundEffect1(6281)

    Other

    1. AsyncWait(6.0)
    2. RumbleLoop { unk1: 17, unk2: 0 }