PM3.6 - Wolf - Subaction - AttackAirHi

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Stats

IASA: 30
Auto Cancel Window: 1-6, 28-36
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 7-11
Hitbox set 0 hits: 7
Subaction Index: 0x65

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:7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 20 100 57 Slash Slash 6 6
0 1 11 20 100 57 Slash Slash 6 6
0 2 11 20 100 57 Slash Slash 6 6

Frames:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 20 100 50 Slash Slash 6 6
0 1 11 20 100 50 Slash Slash 6 6
0 2 11 20 100 50 Slash Slash 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 57, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.5, x_offset: -1.0, y_offset: 0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 57, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 57, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.5, x_offset: -1.0, y_offset: 0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(11.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(27.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(29.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 45, graphic: 7, bone: 0, x_offset: 0.0, y_offset: 15.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 100.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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(6.0)
  2. SoundEffect1(6349)
  3. SoundEffect1(112)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(6.0)
  2. RumbleLoop { unk1: 17, unk2: 0 }