P+ - Wolf - Subaction - SpecialLwStart

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Stats

IASA: None
Hitboxes active: 1
Hitbox set 0 hits: 1
Subaction Index: 0x1dc

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:1

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 70 100 69 Electric Burn 4 4
0 1 5 70 100 69 Electric Burn 4 4

Scripts

Main

  1. ControllerUnk02
  2. ChangeHurtBoxStateAll { state: Normal }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 69, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Energy, clang: true, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 69, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: false, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. ChangeHurtBoxStateAll { state: Normal }
  7. DeleteAllHitBoxes
  8. AsyncWait(3.0)
  9. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x19, unk1: 0x0, arguments: [Value(2949122), Value(8), Scalar(0.0), Scalar(6.5), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.65), Bool(false)] }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(6329)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 13, unk2: 0 }