PM3.02 - Samus - Subaction - AttackLw3

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Stats

IASA: None
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x55

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 80 60 100 Flame Burn 8 7
0 1 14 80 60 100 Flame Burn 8 7
0 2 14 80 60 100 Flame Burn 8 7

Scripts

Main

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 3.13, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 3.52, x_offset: -3.7802668, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 5.86, x_offset: 0.0, y_offset: 1.38, z_offset: 16.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
  3. else
    1. FrameSpeedModifier { multiplier: 0.75, unk: 0 }
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 60, size: 3.13, x_offset: 0.0, y_offset: 0.0, 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: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 60, size: 3.52, x_offset: -3.7802668, y_offset: 0.0, 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: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 60, size: 5.25, x_offset: 0.0, y_offset: 2.88, z_offset: 18.0, 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: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: false, direct: true, unk6: 0 })
    5. SyncWait(3.0)
    6. DeleteAllHitBoxes
    7. loop 4 times:
      1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 8.38, z_offset: 16.5, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
      2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 2.38, z_offset: 11.5, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
      3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 2.38, z_offset: 21.5, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: true, unk6: 0 })
      4. SyncWait(1.0)
      5. DeleteAllHitBoxes
      6. SyncWait(1.0)
    8. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt (0x63) Equal scalar(0)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -5.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.4, 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 })
    2. SyncWait(2.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 0, x_offset: 18.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, 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 })
  3. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 60, bone: 0, x_offset: 15.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 63, bone: 0, x_offset: 15.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 15.0, y_offset: 0.0, z_offset: -5.4058666, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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. if ((InternalConstantInt(PreviousAction) Equal scalar(19)))
    1. IfStatementAnd (not(HoldingItem))
    2. ChangeSubactionRestartFrame(SpecialSDash)
  2. SoundVoiceLow
  3. AsyncWait(5.0)
  4. SoundEffect1(2807)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(6.0)
  5. ScreenShake { magnitude: 0 }