Brawl - Meta Knight - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 4-5, 9-10
Hitbox set 0 hits: 4, 9
Subaction Index: 0x60

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 11 50 93 361 Slash Slash false 6 7
0 1 11 50 93 361 Slash Slash false 6 7
0 2 11 50 93 361 Slash Slash false 6 7
0 3 11 50 93 361 Slash Slash false 6 7

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 13 50 90 361 Slash Slash false 7 8
0 1 13 50 90 361 Slash Slash false 7 8
0 2 13 50 90 361 Slash Slash false 7 8
0 3 13 50 90 361 Slash Slash false 7 8

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 50, size: 5.5, x_offset: 0.0, y_offset: 3.0, z_offset: 6.0, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 50, size: 5.2, x_offset: 0.0, y_offset: 3.0, z_offset: 11.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 50, size: 4.9, x_offset: 0.0, y_offset: 3.0, z_offset: 15.5, 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: 3, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 50, size: 4.6, x_offset: 0.0, y_offset: 3.0, z_offset: 20.0, 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. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(8.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 5.5, x_offset: 0.0, y_offset: 3.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 5.2, x_offset: 0.0, y_offset: 3.0, z_offset: -11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 4.9, x_offset: 0.0, y_offset: 3.0, z_offset: -15.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 4.6, x_offset: 0.0, y_offset: 3.0, z_offset: -20.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 7, 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 })
  3. AsyncWait(2.0)
  4. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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: false })
  5. 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 })
  6. AsyncWait(8.0)
  7. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.2, 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: false })
  8. AsyncWait(11.0)
  9. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(3.0)
  3. SoundEffect1(168)
  4. SoundEffect1(784)
  5. SyncWait(5.0)
  6. SoundEffect1(168)
  7. SoundEffect1(784)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  3. AsyncWait(3.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(8.0)
  6. Rumble { unk1: 18, unk2: 0 }
  7. AsyncWait(19.0)
  8. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }