PM3.02 - Zero Suit Samus - Subaction - SpecialAirLwFlip

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Stats

IASA: None
Hitboxes active: 5-48
Hitbox set 0 hits: 5
Subaction Index: 0x1e4

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:5-47

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
0 0 0 0 0 0 None Unique AD false 0 0 1 false 1 0

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.5 }
  2. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(ControlStickXAxisRelative) }
  3. if ((RandomAccessFloat (0x5) LessThan scalar(0)))
    1. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: -0.5 }
  4. else
    1. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.5 }
  5. FloatVariableSubtract { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x5) }
  6. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(RandomAccessFloat(Address(7))) }
  7. AsyncWait(4.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 1, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: false, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. AsyncWait(25.0)
  10. LedgeGrabEnable(EnableInFront)

GFX

  1. FlashEffectOverlay { red: 128, green: 255, blue: 255, alpha: 120 }
  2. SyncWait(1.0)
  3. SetColorOfFlashEffectOverlay { transition_time: 3, red: 80, green: 80, blue: 80, alpha: 60 }
  4. SyncWait(2.0)
  5. SetColorOfFlashEffectOverlay { transition_time: 3, red: 80, green: 80, blue: 80, alpha: 0 }
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 0, x_offset: 0.0, y_offset: 1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 270.0, z_rotation: -90.0, scale: 0.58, randomize: None, terminate_with_animation: true })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 0, x_offset: 0.0, y_offset: 1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 270.0, z_rotation: -90.0, scale: 0.58, randomize: None, terminate_with_animation: true })
  8. SyncWait(2.0)
  9. SetColorOfFlashEffectOverlay { transition_time: 4, red: 128, green: 255, blue: 255, alpha: 60 }
  10. SyncWait(1.0)
  11. FlashEffectOverlay { red: 128, green: 255, blue: 255, alpha: 120 }
  12. SyncWait(1.0)
  13. RemoveFlashEffect
  14. SyncWait(6.0)
  15. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 0, x_offset: 0.0, y_offset: 1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 270.0, z_rotation: -90.0, scale: 0.58, randomize: None, terminate_with_animation: true })
  16. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 0, x_offset: 0.0, y_offset: 1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 270.0, z_rotation: -90.0, scale: 0.58, randomize: None, terminate_with_animation: true })

SFX

  1. SoundEffect1(168)
  2. SyncWait(1.0)
  3. SoundEffectVictory(1946)

Other