Brawl - Meta Knight - Subaction - AttackAirHi

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Stats

IASA: 14
Auto Cancel Window: 1, 21-24
Auto Cancel Lag: 2
Landing Lag: 12
Landing Lag (L-Cancel): 6
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x65

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 40 125 78 Slash Slash false 4 5
0 1 6 40 125 78 Slash Slash false 4 5
0 2 6 40 125 60 Slash Slash false 4 5
0 3 6 40 125 60 Slash Slash false 4 5

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 78, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 17.0, z_offset: -6.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 78, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 17.0, z_offset: 1.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 14.0, z_offset: -12.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 125, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 14.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(13.0)
  10. AllowInterrupts
  11. AsyncWait(20.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 10, 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: 0, 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. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SoundEffect1(786)

Other

  1. Rumble { unk1: 17, unk2: 0 }