PM3.6 - Samus - Subaction - FinalStart
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Fully Intangible: | 1-78 | 
                
                    | Hitboxes active: | 46-70 | 
                
                    | Hitbox set 0 hits: | 46 | 
                
                    | Subaction Index: | 0x1e6 | 
            
            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:46-70
            
                
                    
                        
                            | Set | ID | Dmg | WDSK | BKB | KBG | Angle | Effect | Sound | Angle Flip | Clang | Hitlag Mult | SDI Mult | Rehit Rate | Flinchless | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 0 | 28 | 0 | 100 | 18 | Electric | Unique | AD | false | 0 | 0 | 8 | true | 1 | 0 |            | 
                
             
            Scripts
            Main
            - CameraCloseup(CameraCloseup { zoom_time: 5, unk: 0, distance: 1.3, x_angle: 0.0, y_angle: 0.0 })
- TimeManipulation(2, 30)
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- GenerateArticle { article_id: 3, subaction_only: true }
- AsyncWait(35.0)
- CameraNormal
- AsyncWait(45.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 18, wdsk: 28, kbg: 100, shield_damage: 0, bkb: 0, size: 30.0, x_offset: 0.0, y_offset: 20.0, z_offset: -30.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 8, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: true, flinchless: true })
- AsyncWait(70.0)
- DeleteAllHitBoxes
GFX
            - ExternalGraphicEffect(ExternalGraphicEffect { file: 228, graphic: 1, 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: None, terminate_with_animation: false })
SFX
            - SoundEffect1(2900)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- ItemVisibility(false)
- RumbleLoop { unk1: 2, unk2: 29 }
- AsyncWait(30.0)
- RumbleLoop { unk1: 3, unk2: 30 }