P+ - Samus - Subaction - AttackHi4Ice

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Stats

IASA: 41
Hitboxes active: 3-13
Hitbox set 0 hits: 3
Subaction Index: 0x59

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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 17 45 90 80 Normal Unknown(28) false 9 8
0 2 17 45 90 80 Normal Unknown(28) false 9 8

Frames:7-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 14 40 105 80 Normal Unknown(28) false 8 7
0 2 14 40 105 80 Normal Unknown(28) false 8 7

Frames:10-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 12 20 90 85 Normal Unknown(28) false 7 6
0 2 12 20 90 85 Normal Unknown(28) false 7 6

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 3.82, x_offset: 4.5, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 5.82, x_offset: -5.86, y_offset: 0.0, z_offset: 3.0, 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 })
  4. SyncWait(4.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 80, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 80, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.82, x_offset: -5.8581333, 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 })
  7. SyncWait(3.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, 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: 1, unk2: true, sound: Unknown(28), unk3: 1, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 20, size: 5.82, x_offset: -5.8581333, 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: 1, unk2: true, sound: Unknown(28), unk3: 1, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
  10. AsyncWait(13.0)
  11. DeleteSwordGlow { fade_time: 5 }
  12. DeleteAllHitBoxes
  13. AsyncWait(40.0)
  14. AllowInterrupts

GFX

  1. Subroutine(JumpF GFX 0x6568)
  2. SwordGlow(SwordGlow { color: 7, blur_length: 7, 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: 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, glow_length: 1.0 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 62, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -2.5002666, x_rotation: 20.0, y_rotation: 20.0, z_rotation: 75.0, scale: 0.15, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 62, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -5.9989333, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, randomize: None, terminate_with_animation: true })
  5. AsyncWait(1.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.35, randomize: None, terminate_with_animation: true })
  7. loop 10 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)
  8. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(62), Bool(true), Bool(true)] }
  9. SyncWait(2.0)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(63), Bool(false), Bool(false)] }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(2.0)
  3. SoundEffect1(2915)
  4. SoundVoiceLow
  5. SyncWait(2.0)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(38.0)
  4. SlopeContourStand { leg_bone_parent: 6 }