PM3.02 - Wolf - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 34-39
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
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 3 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

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. BoolVariableSetFalse { variable: LongtermAccessInt (0x43) }
  3. AsyncWait(6.0)
  4. BoolVariableSetTrue { variable: LongtermAccessInt (0x43) }
  5. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(3.0), 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 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. SyncWait(2.0)
  9. SetAnimationFrame(18.0)
  10. loop 4 times:
    1. 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 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(2.0)
  11. BoolVariableSetFalse { variable: LongtermAccessInt (0x43) }
  12. AsyncWait(33.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(6352)
  3. SyncWait(7.0)
  4. SoundEffect1(6351)
  5. SyncWait(7.0)
  6. SoundEffect1(6349)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 2, unk2: 30 }