P+ - Samus - Subaction - AttackAirF

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Stats

IASA: 50
Auto Cancel Window: 47-60
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 5-6, 11-12, 17-18, 23-24, 28-29
Hitbox set 0 hits: 5, 11, 17, 23, 28
Subaction Index: 0x63

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 100 85 Flame Burn 4 4
0 2 5 20 100 85 Flame Burn 4 4

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 100 80 Flame Burn 4 4
0 2 5 20 100 80 Flame Burn 4 4

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 100 80 Flame Burn 4 4
0 2 5 20 100 80 Flame Burn 4 4

Frames:23-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 100 80 Flame Burn 4 4
0 2 5 20 100 80 Flame Burn 4 4

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 20 100 361 Flame Burn 4 4
0 2 5 20 100 361 Flame Burn 4 4

Scripts

Main

  1. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. Subroutine(0x240b4)
  2. else
    1. SetAnimationFrame(60.0)
    2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
    3. AsyncWait(9.0)
    4. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 39, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 3.82, x_offset: 3.66, y_offset: 0.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 39, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 45, size: 5.82, x_offset: -5.86, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: true, sound: Unknown(28), unk3: 1, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 47, 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: 0.35, randomize: None, terminate_with_animation: true })
    7. SwordGlow(SwordGlow { color: 7, blur_length: 11, point1_bone: 47, point1_x_offset: 0.0, point1_y_offset: -3.0, point1_z_offset: 0.0, point2_bone: 47, point2_x_offset: 0.0, point2_y_offset: 3.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
    8. SoundEffect1(2915)
    9. loop 7 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 128, bone: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: 2.0, random_z_offset: 2.0, random_x_rotation: 360.0, random_y_rotation: 360.0, random_z_rotation: 360.0 }), terminate_with_animation: false })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 128, bone: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: 2.0, random_z_offset: 2.0, random_x_rotation: 360.0, random_y_rotation: 360.0, random_z_rotation: 360.0 }), terminate_with_animation: false })
      3. SyncWait(1.0)
    10. DeleteSwordGlow { fade_time: 6 }
    11. DeleteAllHitBoxes
    12. AsyncWait(17.0)
    13. Subroutine(0x27c10)
    14. AsyncWait(28.0)
    15. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(63), Bool(true), Bool(true)] }
    16. AsyncWait(32.0)
    17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. AsyncWait(4.0)
    2. loop 5 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, 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 })
      2. SoundEffect1(2808)
      3. Rumble { unk1: 17, unk2: 0 }
      4. SyncWait(6.0)
  2. else
    1. loop 8 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 43, 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: 0.2, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
      3. SyncWait(2.0)

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow

Other

  1. AsyncWait(9.0)
  2. if ((LongtermAccessInt (0x63) NotEqual scalar(0)))
    1. SoundEffect1(113)
    2. loop 5 times:
      1. Rumble { unk1: 17, unk2: 0 }
      2. SyncWait(1.0)