P+ - Samus - Subaction - AttackLw3

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Stats

IASA: None
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x55

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 80 60 100 Flame Burn 8 7
0 1 14 80 60 100 Flame Burn 8 7
0 2 14 80 60 100 Flame Burn 8 7

Scripts

Main

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 3.52, x_offset: -3.7802668, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 5.86, x_offset: 0.0, y_offset: 1.38, z_offset: 16.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
    6. AsyncWait(9.0)
    7. FrameSpeedModifier { multiplier: 1.15, unk: 0 }
  3. else
    1. Subroutine(0x116f8)

GFX

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -5.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.4, 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. SyncWait(0.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 0, x_offset: 18.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, 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 })
  3. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 60, bone: 0, x_offset: 15.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 0, x_offset: 15.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    3. Subroutine(0xc9a8)

SFX

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x78) }
  2. SoundVoiceLow
  3. AsyncWait(5.0)
  4. SoundEffect1(2807)
  5. if ((LongtermAccessInt (0x63) NotEqual scalar(0)))
    1. SoundEffect1(207)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(5.0)
  5. ScreenShake { magnitude: 0 }
  6. AsyncWait(8.0)
  7. Goto(0x11678)