Brawl - Meta Knight - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-3, 24-26
Auto Cancel Lag: 2
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x66

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 7 30 105 35 Slash Slash false 5 5
0 1 7 30 105 35 Slash Slash false 5 5
0 2 9 15 105 23 Slash Slash false 6 6
0 3 9 15 105 23 Slash Slash false 6 6

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 35, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 5.4, x_offset: 0.0, y_offset: -6.4, z_offset: -4.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 35, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 30, size: 5.2, x_offset: 0.0, y_offset: -6.4, z_offset: 4.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 23, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 15, size: 5.4, x_offset: 0.0, y_offset: -3.4, z_offset: -10.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 23, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 15, size: 5.4, x_offset: 0.0, y_offset: -3.4, z_offset: 10.0, 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(23.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 11, 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. AsyncWait(2.0)
  3. 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 })
  4. AsyncWait(6.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(786)
  3. SyncWait(3.0)
  4. SoundVoiceLow

Other

  1. AsyncWait(3.0)
  2. Rumble { unk1: 17, unk2: 0 }