Brawl - Meta Knight - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 2, 6, 10, 15, 19
Hitbox set 0 hits: 2, 6, 10, 15, 19
Subaction Index: 0x4c

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 BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 8 40 361 Slash Slash false 2 3
0 1 2 8 40 361 Slash Slash false 2 3

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 8 40 361 Slash Slash false 2 3
0 1 1 8 40 361 Slash Slash false 2 3

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 1 8 40 361 Slash Slash false 2 3
0 1 2 8 40 361 Slash Slash false 2 3
0 2 2 8 40 361 Slash Slash false 2 3

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 8 40 361 Slash Slash false 2 3
0 1 1 8 40 361 Slash Slash false 2 3

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 8 40 361 Slash Slash false 2 3
0 1 1 8 40 361 Slash Slash false 2 3

Scripts

Main

  1. loop Infinite times:
    1. AsyncWait(1.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 4.8, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 4.8, z_offset: 14.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    4. SyncWait(1.0)
    5. DeleteAllHitBoxes
    6. AsyncWait(5.0)
    7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 7.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 11.2, z_offset: 14.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    9. SyncWait(1.0)
    10. DeleteAllHitBoxes
    11. AsyncWait(9.0)
    12. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 5.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 5.6, z_offset: -3.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 5.6, z_offset: -9.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    16. SyncWait(1.0)
    17. DeleteAllHitBoxes
    18. AsyncWait(14.0)
    19. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 6.4, z_offset: 7.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    20. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 10.4, z_offset: 13.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    21. SyncWait(1.0)
    22. DeleteAllHitBoxes
    23. AsyncWait(18.0)
    24. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    25. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 6.4, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    26. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 8, size: 5.0, x_offset: 0.0, y_offset: 5.6, z_offset: -10.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    27. SyncWait(1.0)
    28. DeleteAllHitBoxes
    29. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    30. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    31. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }
    32. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, 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: true })
  2. SwordGlow(SwordGlow { color: 0, blur_length: 2, point1_bone: 40, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 40, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 1507341, bone_id: 40, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. AsyncWait(4.0)
  4. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    2. SyncWait(6.0)
    3. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    4. SyncWait(5.0)
    5. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    6. SyncWait(5.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(786)
  3. SyncWait(4.0)
  4. SoundEffect1(786)
  5. SyncWait(4.0)
  6. SoundEffect1(786)
  7. SyncWait(5.0)
  8. SoundEffect1(786)
  9. SyncWait(4.0)
  10. SoundEffect1(786)
  11. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  12. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  13. Goto(Attack100 SFX 0x110f8)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 20, unk2: 0 }
  4. AsyncWait(5.0)
  5. Rumble { unk1: 20, unk2: 0 }
  6. AsyncWait(10.0)
  7. Rumble { unk1: 20, unk2: 0 }
  8. AsyncWait(15.0)
  9. Rumble { unk1: 20, unk2: 0 }
  10. AsyncWait(20.0)
  11. Rumble { unk1: 20, unk2: 0 }
  12. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  13. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  14. Goto(Attack100 Other 0x2cb8)