P+ - Wolf - Subaction - FinalStart

| 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
Fully Intangible: 1-50
Hitboxes active: 46-50
Hitbox set 0 hits: 46
Subaction Index: 0x1e4

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:46-49

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 100 100 90 Normal Kick false 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.2, x_angle: 0.0, y_angle: 0.0 })
  3. TimeManipulation(2, 30)
  4. AsyncWait(45.0)
  5. CameraNormal
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 100, size: 14.0, x_offset: 0.0, y_offset: 10.0, 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: None, clang: false, unk5: false, direct: true, unk6: 0 })

GFX

    SFX

    1. AsyncWait(10.0)
    2. SoundEffectVictory(2571)
    3. SyncWait(37.0)
    4. SoundEffect1(6305)
    5. SyncWait(7.0)
    6. SoundEffect1(6339)
    7. SyncWait(5.0)
    8. SoundEffect1(6264)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. ItemVisibility(false)