PM3.6 - Samus - Subaction - FinalSZerosuit
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Stats
IASA: |
None |
Fully Intangible: |
1-161 |
Hitboxes active: |
106-161 |
Hitbox set 0 hits: |
106 |
Subaction Index: |
0x1df |
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:106-160
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
80 |
50 |
361 |
Electric |
Shock |
false |
10 |
6 |
6 |
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Scripts
Main
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- AsyncWait(105.0)
- CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 10, bkb: 80, size: 10.0, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
GFX
- AsyncWait(90.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 25, graphic: 13, 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: Some(ExternalGraphicEffectRandomize { 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
- AsyncWait(71.0)
- SoundEffectVictory(4948)
- SyncWait(29.0)
- SoundEffectTransient(2846)
- SyncWait(59.0)
- SoundEffect1(2874)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- ItemVisibility(false)
- AsyncWait(95.0)
- RumbleLoop { unk1: 3, unk2: 10 }
- AsyncWait(110.0)
- RumbleLoop { unk1: 8, unk2: 24 }