P+ - Wolf - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 2-25
Hitbox set 0 hits: 2
Subaction Index: 0x1d8

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:2-25

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 8 30 80 363 Normal Unknown(128) MD 1.5 5 8
0 1 8 30 80 363 Normal Unknown(128) MD 1.5 5 8
0 2 8 30 80 363 Normal Unknown(128) MD 1.5 5 8

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 363, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 363, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 17, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 363, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.5, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. AsyncWait(25.0)
  6. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 9, bone: 10, x_offset: 0.0, y_offset: -1.5, 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 })
  2. FlashEffectOverlay { red: 240, green: 224, blue: 255, alpha: 180 }
  3. AsyncWait(1.0)
  4. SetColorOfFlashEffectOverlay { transition_time: 7, red: 160, green: 128, blue: 255, alpha: 80 }
  5. AsyncWait(8.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 7, red: 0, green: 0, blue: 255, alpha: 0 }
  7. AsyncWait(15.0)
  8. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(166)
  3. SoundEffect1(6282)
  4. if (RollADie value(3))
    1. SoundEffect1(2591)
  5. else
    1. SoundEffectTransient(2570)

Other

  1. Rumble { unk1: 19, unk2: 0 }