P+ - Zero Suit Samus - Subaction - SpecialLwStart_1

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Stats

IASA: None
Fully Intangible: 1-4
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x1e1

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 0 2 10 0 270 Trip MagicZap LD 2 10 1 2 7
0 1 2 30 40 270 Normal MagicZap LD 2 0 0 2 7

Scripts

Main

  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 0, shield_damage: 10, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 1.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Trip, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: LeftDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: false, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: LeftDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: false, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. FrameSpeedModifier { multiplier: 1.4, unk: 0 }
  4. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  5. AsyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(5.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. AsyncWait(14.0)
  10. LedgeGrabEnable(EnableInFront)
  11. AsyncWait(20.0)
  12. LedgeGrabEnable(EnableInFrontAndBehind)
  13. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  14. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  15. BoolVariableSetTrue { variable: RandomAccessBool (0x17) }
  16. AsyncWait(28.0)
  17. BoolVariableSetTrue { variable: RandomAccessBool(EnableAutoJab) }
  18. AsyncWait(46.0)
  19. EnableInterruptGroup(AirDodge)

GFX

  1. Goto(SpecialLwStart GFX 0xaa60)

SFX

  1. SoundEffect1(4997)
  2. SoundEffect1(4917)
  3. SoundEffect1(4952)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 19, unk2: 0 }