P+ - Samus - Subaction - FinalSZerosuit
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Fully Intangible: | 1-161 | 
                
                    | Hitboxes active: | 106-161 | 
                
                    | Hitbox set 0 hits: | 106 | 
                
                    | Subaction Index: | 0x1df | 
            
            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:106-160
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Clang | Shield Dmg | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 10 | 80 | 50 | 361 | Electric | Shock | false | 10 | 6 | 6 |            | 
                
             
            Scripts
            Main
            - ChangeHurtBoxStateAll { state: IntangibleFlashing }
- AsyncWait(105.0)
- CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 10, bkb: 80, size: 10.0, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
GFX
            - AsyncWait(90.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 25, graphic: 13, 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
            - AsyncWait(71.0)
- SoundEffectVictory(4948)
- SyncWait(29.0)
- SoundEffectTransient(2846)
- SyncWait(59.0)
- SoundEffect1(2874)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- ItemVisibility(false)
- AsyncWait(95.0)
- RumbleLoop { unk1: 3, unk2: 10 }
- AsyncWait(110.0)
- RumbleLoop { unk1: 8, unk2: 24 }