PM3.02 - Wolf - Subaction - LandingAirN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |

Stats

IASA: 25
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x67

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 3 5 70 290 Normal Kick 0.5 3 1

Scripts

Main

  1. if (BoolIsTrue LongtermAccessInt (0x43))
    1. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 290, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 5, size: 7.25, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes

GFX

  1. SyncWait(0.1)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. AsyncWait(0.0)
  2. SoundEffectOther1(6308)

Other

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