P+ - Wolf - Subaction - AttackAirN
|
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 |
Stats
IASA: |
None |
Auto Cancel Window: |
34-39 |
Auto Cancel Lag: |
4 |
Landing Lag: |
15 |
Landing Lag (L-Cancel): |
7 |
Hitboxes active: |
7-8, 11-12, 15-16, 19-20, 23-24 |
Hitbox set 0 hits: |
7, 11, 15, 19, 23 |
Subaction Index: |
0x62 |
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:7-8
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
20 |
0 |
100 |
365 |
Normal |
Kick |
0.65 |
0.8 |
3 |
2 |
|
Frames:11-12
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
20 |
0 |
100 |
365 |
Normal |
Kick |
0.75 |
0.8 |
2 |
2 |
|
Frames:15-16
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
20 |
0 |
100 |
365 |
Normal |
Kick |
0.75 |
0.8 |
2 |
2 |
|
Frames:19-20
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
20 |
0 |
100 |
365 |
Normal |
Kick |
0.75 |
0.8 |
2 |
2 |
|
Frames:23-24
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Hitlag Mult |
SDI Mult |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
20 |
0 |
100 |
365 |
Normal |
Kick |
0.75 |
0.8 |
2 |
2 |
|
Scripts
Main
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- BoolVariableSetFalse { variable: LongtermAccessBool (0x43) }
- AsyncWait(6.0)
- BoolVariableSetTrue { variable: LongtermAccessBool (0x43) }
- CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.65, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- SyncWait(2.0)
- SetAnimationFrame(18.0)
- loop 4 times:
- CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- SyncWait(2.0)
- BoolVariableSetFalse { variable: LongtermAccessBool (0x43) }
- AsyncWait(33.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
SFX
- AsyncWait(6.0)
- SoundEffect1(6352)
- SyncWait(7.0)
- SoundEffect1(6351)
- SyncWait(7.0)
- SoundEffect1(6349)
Other
- AsyncWait(4.0)
- RumbleLoop { unk1: 2, unk2: 30 }