Brawl - Zero Suit Samus - Subaction - Final

| 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 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | 132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 |

Stats

IASA: None
Hitboxes active: 17-70
Hitbox set 0 hits: 17, 69
Subaction Index: 0x1e7

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:17-68

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Rehit Rate Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 0 80 0 100 90 Electric Unknown(56) false false 0.5 4 true false 1 1
0 1 0 50 0 100 160 Electric Unknown(56) false false 0.5 4 true true 1 1

Frames:69-70

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 0 25 20 105 361 Electric Unknown(64) false false false true 13 12

Scripts

Main

  1. CameraCloseup(CameraCloseup { zoom_time: 60, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  2. AsyncWait(16.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 90, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: -35.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, 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: false, can_hit9: true, can_hit10: false, 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: true, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 160, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 50.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, 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: true, unk5: false, flinchless: true })
  5. AsyncWait(68.0)
  6. DeleteAllHitBoxes
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 361, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 20, size: 15.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  8. AsyncWait(70.0)
  9. DeleteAllHitBoxes
  10. UnknownEvent { namespace: 0xc, code: 0x5, unk1: 0x0, arguments: [] }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 246, graphic: 1, 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: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffectTransient(4947)
  3. SyncWait(50.0)
  4. SoundEffectVictory(4926)

Other

  1. ItemVisibility(false)
  2. Rumble { unk1: 13, unk2: 0 }
  3. RumbleLoop { unk1: 2, unk2: 60 }