PM3.6 - Zero Suit Samus - Subaction - CatchAttack

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Stats

IASA: None
Hitboxes active: 2
Hitbox set 0 hits: 2
Subaction Index: 0x70

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:2

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 3 40 0 100 361 Normal MagicZap AD false true 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Knee, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. SyncWait(1.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(23.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(4996)

    Other

    1. SlopeContourStand { leg_bone_parent: 2 }
    2. AsyncWait(1.0)
    3. Rumble { unk1: 12, unk2: 4 }
    4. AsyncWait(15.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }