PM3.02 - Samus - Subaction - FinalStart

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Stats

IASA: None
Fully Intangible: 1-78
Hitboxes active: 46-70
Hitbox set 0 hits: 46
Subaction Index: 0x1e6

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:46-70

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Flinchless Shieldstun Hitlag Targets
0 0 0 28 0 100 18 Electric Unique AD false 0 0 8 true 1 0

Scripts

Main

  1. CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.3, x_angle: 0.0, y_angle: 0.0 })
  2. TimeManipulation(2, 30)
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. GenerateArticle { article_id: 3, subaction_only: true }
  5. AsyncWait(35.0)
  6. CameraNormal
  7. AsyncWait(45.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 18, wdsk: 28, kbg: 100, shield_damage: 0, bkb: 0, size: 30.0, x_offset: 0.0, y_offset: 20.0, z_offset: -30.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 8, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: true, flinchless: true })
  9. AsyncWait(70.0)
  10. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 228, 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: None, terminate_with_animation: false })

SFX

  1. SoundEffect1(2900)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ItemVisibility(false)
  3. RumbleLoop { unk1: 2, unk2: 29 }
  4. AsyncWait(30.0)
  5. RumbleLoop { unk1: 3, unk2: 30 }