Brawl - Meta Knight - Subaction - FinalStart

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Stats

IASA: None
Fully Intangible: 1-140
Hitboxes active: 25-30
Hitbox set 0 hits: 25
Subaction Index: 0x1e6

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:25-30

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldable Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 0 0 0 361 Normal Burn MD false false true false 1 3
0 1 0 0 0 361 Normal Burn MD false false true true 1 3
0 2 0 0 0 361 Normal Burn MD false false true true 1 3

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. TimeManipulation(4, 30)
  3. LimitedScreenTint(LimitedScreenTint { transition_in_time: 0, red: 60, green: 0, blue: 0, alpha: 0, frame_count: 255, transition_out_time: 0 })
  4. AsyncWait(24.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 19.0, x_offset: 0.0, y_offset: 10.0, z_offset: 20.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 10.0, z_offset: 40.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 10.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: false, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  8. AsyncWait(30.0)
  9. DeleteAllHitBoxes
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(50.0)
  12. EndUnlimitedScreenTint { tint_id: 0, transition_out_time: 120 }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 244, 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: 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(2.0)
  2. SoundEffect1(734)
  3. SyncWait(10.0)
  4. SoundEffect1(827)
  5. SyncWait(8.0)
  6. UnknownEvent { namespace: 0xc, code: 0x1e, unk1: 0x0, arguments: [] }

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 2 }
  2. ArticleVisibility { article_id: 0, visibility: true }
  3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(18)] }
  4. ItemVisibility(false)
  5. AsyncWait(24.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(121.0)
  8. ItemVisibility(true)