PM3.02 - Samus - Subaction - AttackLw4

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Stats

IASA: 42
Hitboxes active: 3-5, 11-13
Hitbox set 0 hits: 3, 11
Subaction Index: 0x60

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 110 50 120 Normal Kick 9 8
0 1 16 110 50 120 Normal Kick 9 8

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 90 45 120 Normal Kick 8 7
0 1 15 90 45 120 Normal Kick 8 7

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 120, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 110, size: 3.91, x_offset: 0.0, y_offset: -1.76, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 120, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 110, size: 4.69, x_offset: 0.0, y_offset: 7.58, 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 })
  4. SyncWait(3.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(10.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 120, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 90, size: 3.91, x_offset: 0.0, y_offset: -1.76, 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: 12, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 120, wdsk: 0, kbg: 45, shield_damage: 0, bkb: 90, size: 4.69, x_offset: 0.0, y_offset: 7.58, 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. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(41.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 15, 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, 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(3.0)
  2. SoundEffectStop(105)
  3. SyncWait(0.0)
  4. SoundEffect1(2915)
  5. SyncWait(8.0)
  6. SoundEffect1(114)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(14.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 20 }