P+ - Zero Suit Samus - Subaction - AttackAirLw

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Stats

IASA: 32
Auto Cancel Window: 1-3, 29-41
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 12-17
Hitbox set 0 hits: 12
Subaction Index: 0x66

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 70 35 90 Normal Kick 7 6
0 1 12 70 35 90 Normal Kick 7 6

Frames:15-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 35 64 90 Normal Kick 4 4
0 1 6 35 64 90 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(11.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: 1.2, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 58, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: -2.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(14.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 90, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 35, size: 4.0, x_offset: 0.0, y_offset: 1.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 58, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 90, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 35, size: 4.0, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(17.0)
  10. DeleteAllHitBoxes
  11. ChangeHurtBoxStateSpecific { bone: 59, state: Normal }
  12. ChangeHurtBoxStateSpecific { bone: 60, state: Normal }
  13. AsyncWait(28.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(31.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 61, 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: 0.85, 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(11.0)
  2. SoundEffect1(4996)
  3. loop 6 times:
    1. if (HitboxConnects)
      1. SoundVoiceLow
      2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
      4. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(2.65) }
      5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      6. DeleteAllHitBoxes
      7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
      8. ChangeSubactionRestartFrame(AttackAirLwBounce)
    2. SyncWait(1.0)

Other

  1. AsyncWait(11.0)
  2. Rumble { unk1: 18, unk2: 0 }