PM3.02 - Zero Suit Samus - Subaction - AttackHi4

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Stats

IASA: None
Hitboxes active: 3, 5, 8, 11, 14, 17, 24-26
Hitbox set 0 hits: 3, 5, 8, 11, 14, 17, 24
Subaction Index: 0x5d

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:3

Set ID Dmg BKB KBG Angle Effect Sound Direct Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 4 100 0 100 Normal Shock false 0.8 0.1 3 3

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 79 0 115 Electric Shock 0.75 0.5 2 2
0 1 1 79 0 135 Electric Shock 0.75 0.5 2 2
0 2 1 25 0 115 Electric Shock 0.75 0.5 2 2
0 3 1 25 0 140 Electric Shock 0.75 0.5 2 2

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 79 0 115 Electric Shock 0.75 0.5 2 2
0 1 1 79 0 135 Electric Shock 0.75 0.5 2 2
0 2 1 25 0 115 Electric Shock 0.75 0.5 2 2
0 3 1 25 0 140 Electric Shock 0.75 0.5 2 2

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 79 0 115 Electric Shock 0.75 0.5 2 2
0 1 1 79 0 135 Electric Shock 0.75 0.5 2 2
0 2 1 25 0 115 Electric Shock 0.75 0.5 2 2
0 3 1 25 0 140 Electric Shock 0.75 0.5 2 2

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 79 0 115 Electric Shock 0.75 0.5 2 2
0 1 1 79 0 135 Electric Shock 0.75 0.5 2 2
0 2 1 25 0 115 Electric Shock 0.75 0.5 2 2
0 3 1 25 0 140 Electric Shock 0.75 0.5 2 2

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 79 0 115 Electric Shock 0.75 0.5 2 2
0 1 1 79 0 135 Electric Shock 0.75 0.5 2 2
0 2 1 25 0 115 Electric Shock 0.75 0.5 2 2
0 3 1 25 0 140 Electric Shock 0.75 0.5 2 2

Frames:24-26

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 1 3 80 133 75 Electric Shock 1.5 3 5
0 2 3 80 133 75 Electric Shock 1.5 3 5
0 3 3 80 133 75 Electric Shock 1.5 3 5

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(4)] }
  2. GenerateArticle { article_id: 2, subaction_only: true }
  3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(1)] }
  4. AsyncWait(2.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 100, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.1, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: false, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. SyncWait(1.0)
  9. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 79, size: 5.0, x_offset: 0.0, y_offset: 22.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 135, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 79, size: 5.0, x_offset: 0.0, y_offset: 22.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 0.0, y_offset: 28.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 140, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 0.0, y_offset: 28.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.5, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(1.0)
    6. DeleteAllHitBoxes
    7. SyncWait(2.0)
  10. AsyncWait(23.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 80, size: 2.5, x_offset: 0.0, y_offset: 13.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 80, size: 8.0, x_offset: 0.0, y_offset: 20.0, z_offset: 0.55, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 0, kbg: 133, shield_damage: 0, bkb: 80, size: 8.0, x_offset: 0.0, y_offset: 28.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  14. SyncWait(3.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(37.0)
  17. ArticleRemove(2)
  18. AsyncWait(60.0)
  19. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 37, 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. SoundEffect1(4919)
  4. SyncWait(1.0)
  5. SoundEffect1(4998)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(15.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(26.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(27.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }