P+ - Wolf - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 1-4
Hitbox set 0 hits: 1
Subaction Index: 0x1d1

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:1-4

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Direct Hitlag Mult Shieldstun Hitlag Targets
0 1 3 40 100 60 Slash Unknown(24) MD false 0 3 0

Scripts

Main

  1. Subroutine(0xee80)
  2. IntVariableSet { variable: LongtermAccessInt(JumpsUsed), value: 2 }
  3. LedgeGrabEnable(Disable)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 0.0, x_offset: 0.0, y_offset: -12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: false, 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(1.0)
  6. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(4.0)] }
  7. AsyncWait(3.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. AsyncWait(4.0)
  10. DeleteAllHitBoxes

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 8, bone: 11, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffectTransient(2569)

Other

  1. Rumble { unk1: 18, unk2: 0 }