PM3.6 - Samus - Subaction - AttackDash

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Stats

IASA: 38
Hitboxes active: 7-16
Hitbox set 0 hits: 7
Subaction Index: 0x4e

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 22 105 60 Normal Kick 7 7

Frames:10-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 22 105 60 Normal Punch 6 5

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 60, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 22, size: 5.5, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 22, size: 5.08, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(7.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(37.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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 })
  3. if ((LongtermAccessInt(CostumeID) NotEqual scalar(8)))
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(7)))
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 1, bone: 17, x_offset: -1.0, y_offset: 0.2, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 25.0, scale: 0.55, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 1, bone: 17, x_offset: 0.0, y_offset: -0.4, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: true })
    2. else
      1. if ((LongtermAccessInt(CostumeID) Equal scalar(6)))
        1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 1, bone: 17, x_offset: -0.8, y_offset: 0.25, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -7.0, scale: 0.7, randomize: None, terminate_with_animation: true })
      2. else
        1. if ((LongtermAccessInt(CostumeID) Equal scalar(5)))
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 1, bone: 17, x_offset: -1.0, y_offset: -0.1, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.69998336, randomize: None, terminate_with_animation: true })
        2. else
          1. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 1, bone: 17, 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: true })

SFX

  1. AsyncWait(6.0)
  2. SoundVoiceLow
  3. SoundEffect1(2862)
  4. SyncWait(0.0)
  5. SoundEffect1(2915)
  6. SyncWait(0.0)
  7. SoundEffect1(112)
  8. SyncWait(18.0)
  9. SoundEffect1(2913)
  10. SyncWait(7.0)
  11. SoundEffect1(2911)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(25.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }