PM3.02 - Samus - Subaction - FinalSZerosuit

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Stats

IASA: None
Fully Intangible: 1-161
Hitboxes active: 106-161
Hitbox set 0 hits: 106
Subaction Index: 0x1df

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:106-160

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 10 80 50 361 Electric Shock false 10 6 6

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(105.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 10, bkb: 80, size: 10.0, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })

GFX

  1. AsyncWait(90.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 25, graphic: 13, 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(71.0)
  2. SoundEffectVictory(4948)
  3. SyncWait(29.0)
  4. SoundEffectTransient(2846)
  5. SyncWait(59.0)
  6. SoundEffect1(2874)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. AsyncWait(95.0)
  4. RumbleLoop { unk1: 3, unk2: 10 }
  5. AsyncWait(110.0)
  6. RumbleLoop { unk1: 8, unk2: 24 }