PM3.6 - Zero Suit Samus - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 24-25, 30-33
Hitbox set 0 hits: 24, 30
Subaction Index: 0x1d5

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:24-25

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 4 79 0 15 Electric Unknown(56) false false 3 4
0 1 4 69 0 20 Electric Unknown(56) false false 3 4
0 2 4 39 0 25 Electric Unknown(56) false false 3 4

Frames:30-33

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 9 80 50 110 Electric Unknown(56) false false 1.95 3 6 11

Scripts

Main

  1. AsyncWait(23.0)
  2. Goto(0x171c8)

GFX

  1. AsyncWait(21.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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: 0.6, 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. AsyncWait(29.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 25, graphic: 12, bone: 0, x_offset: 33.0, y_offset: 8.5, 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

  1. AsyncWait(23.0)
  2. SoundEffect1(4922)
  3. SyncWait(1.0)
  4. SoundEffect1(4998)
  5. AsyncWait(28.0)
  6. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. DeleteAllHitBoxes
      3. CreateInterrupt { interrupt_id: None, action: Fall, requirement: (InAir) }
      4. ChangeSubactionRestartFrame(SpecialSBreak)
    2. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(18.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(30.0)
  5. Rumble { unk1: 13, unk2: 0 }