PM3.02 - Samus - Subaction - SwingDash_2
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Stats
IASA: |
None |
Hitboxes active: |
4-24 |
Hitbox set 0 hits: |
4 |
Subaction Index: |
0x132 |
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:4-10
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
3 |
6 |
80 |
50 |
70 |
120 |
Normal |
Paper |
40 |
4 |
4 |
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Frames:11-24
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
3 |
4 |
80 |
50 |
70 |
120 |
Normal |
Paper |
40 |
3 |
4 |
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Scripts
Main
- BeamSwordTrail { unk: 1 }
- AsyncWait(3.0)
- Subroutine(External: gameAnimCmd_HarisenSwingDashCommon)
- MoveHitBox(MoveHitBox { hitbox_id: 3, new_bone: 18, new_x_offset: 0.0, new_y_offset: 0.0, new_z_offset: 0.0 })
- AsyncWait(10.0)
- Subroutine(External: gameAnimCmd_HarisenSwingDashCommon2)
- SyncWait(14.0)
- DeleteAllHitBoxes
- BeamSwordTrail { unk: 3 }
GFX
SFX
Other
- SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
- AsyncWait(3.0)
- UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
- Rumble { unk1: 13, unk2: 0 }
- AsyncWait(27.0)
- SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }