P+ - Zero Suit Samus - Subaction - Final_1

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Stats

IASA: None
Hitboxes active: 15-70
Hitbox set 0 hits: 15, 69
Subaction Index: 0x1e7

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:15-68

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Rehit Rate Shieldable Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 1 80 0 100 90 Electric Unknown(56) false false 0.7 0.2 3 false true false 2 2
0 1 1 100 0 100 180 Electric Unknown(56) false false 0.5 0.1 3 false true true 2 1

Frames:69-70

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldable Freeze frame disable Shieldstun Hitlag Targets
0 0 25 50 118 361 Electric Unknown(64) false false false true 13 11

Scripts

Main

  1. CameraCloseup(CameraCloseup { zoom_time: 60, unk: 0, distance: 1.5, x_angle: 0.0, y_angle: 0.0 })
  2. AsyncWait(14.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 12.5, x_offset: 0.0, y_offset: -35.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.2, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 3, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: false, can_hit9: true, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 55.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.1, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 3, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: true })
  5. AsyncWait(68.0)
  6. DeleteAllHitBoxes
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(25.0), trajectory: 361, wdsk: 0, kbg: 118, shield_damage: 0, bkb: 50, size: 16.0, x_offset: 0.0, y_offset: 16.0, 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: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  8. AsyncWait(70.0)
  9. DeleteAllHitBoxes
  10. if (ButtonHeld value(1))
    1. IfStatementOr ((InternalConstantInt (0x4e3d) Equal scalar(16)))
    2. UnknownEvent { namespace: 0xc, code: 0x5, unk1: 0x0, arguments: [] }
  11. else
    1. CameraNormal

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 246, graphic: 1, 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

  1. AsyncWait(1.0)
  2. SoundEffectTransient(4947)
  3. SyncWait(50.0)
  4. SoundEffectVictory(4926)

Other

  1. ItemVisibility(false)
  2. Rumble { unk1: 13, unk2: 0 }
  3. RumbleLoop { unk1: 2, unk2: 60 }