P+ - Samus - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 1-3
Hitboxes active: 4-27
Hitbox set 0 hits: 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26
Subaction Index: 0x1d9

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:4-9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 25 0 140 Normal Kick 0 0.2 3 2 0
0 1 1 25 0 140 Normal Kick 0 0.2 3 2 0
0 2 1 100 0 110 Normal Kick 0 0.2 3 2 0
0 3 1 100 0 110 Normal Kick 0 0.2 3 2 0

Frames:10-25

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 25 0 140 Normal Kick 0 0.2 3 2 0
0 1 1 25 0 140 Normal Kick 0 0.2 3 2 0
0 2 1 80 0 110 Normal Kick 0 0.2 3 2 0
0 3 1 80 0 110 Normal Kick 0 0.2 3 2 0

Frames:26-27

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 1 50 160 70 Electric Kick 0.4 3 2 3

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(3.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. LedgeGrabEnable(EnableInFront)
  5. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 140, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 25, size: 2.34, x_offset: 0.0, y_offset: 8.25, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 140, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 25, size: 2.34, x_offset: 0.0, y_offset: 8.25, z_offset: -5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 100, size: 2.73, x_offset: 0.0, y_offset: -0.69, z_offset: 4.81, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 100, size: 2.73, x_offset: 0.0, y_offset: -0.69, z_offset: -4.81, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
  6. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  7. loop 8 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 140, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 25, size: 2.34, x_offset: 0.0, y_offset: 8.25, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 140, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 25, size: 2.34, x_offset: 0.0, y_offset: 8.25, z_offset: -5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 80, size: 2.34, x_offset: 0.0, y_offset: -0.69, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 3, bkb: 80, size: 2.34, x_offset: 0.0, y_offset: -0.69, z_offset: -5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 70, wdsk: 0, kbg: 160, shield_damage: 3, bkb: 50, size: 7.81, x_offset: 0.0, y_offset: 4.47, z_offset: 1.38, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.4, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 10, bone: 3, 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: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 0, x_offset: 0.0, y_offset: -2.96, 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: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(2817)

Other

  1. Subroutine(SpecialHi Other 0x55e8)