PM3.6 - Wolf - Subaction - SpecialHiHold

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |

Stats

IASA: None
Hitboxes active: 23-26
Hitbox set 0 hits: 23
Subaction Index: 0x1d6

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:23-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Rehit Rate Shieldstun Hitlag Targets
0 0 2 15 0 100 100 Normal MagicZap LD false 6 2 3

Scripts

Main

  1. LedgeGrabEnable(EnableInFront)
  2. AsyncWait(22.0)
  3. LedgeGrabEnable(Disable)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 100, wdsk: 15, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 6, angle_flipping: LeftDir, unk1: true, 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(23.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, 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, 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: false })
  2. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 150 }
  3. AsyncWait(2.0)
  4. FlashEffectOverlay { red: 240, green: 224, blue: 255, alpha: 90 }
  5. AsyncWait(4.0)
  6. SetColorOfFlashEffectOverlay { transition_time: 16, red: 160, green: 128, blue: 255, alpha: 0 }
  7. AsyncWait(15.0)
  8. RemoveFlashEffect
  9. AsyncWait(22.0)
  10. GraphicEffect(GraphicEffect { graphic: 42, 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(167)
  3. loop Infinite times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, bone: 72, 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: 0.7, 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: false })
    2. SyncWait(7.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 16, unk2: 0 }