Brawl - Meta Knight - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 5-8
Hitboxes active: 8-12, 22-32
Hitbox set 0 hits: 8, 22
Subaction Index: 0x1e2

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 9 90 80 70 Slash Slash false 1.5 6 9
0 1 9 90 80 80 Slash Slash false 1.5 6 9

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 6 70 30 70 Slash Slash false 1.5 4 7
0 1 6 70 30 70 Slash Slash false 1.5 4 7

Frames:22-31

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 6 0 100 110 Slash Slash false 1.5 4 7

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(5.0)
  4. SetAirGround(17)
  5. AsyncWait(7.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 90, size: 6.8, x_offset: 0.0, y_offset: 12.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 90, size: 6.8, x_offset: 0.0, y_offset: 0.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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 })
  8. LedgeGrabEnable(EnableInFrontAndBehind)
  9. AsyncWait(8.0)
  10. ChangeHurtBoxStateAll { state: Normal }
  11. AsyncWait(9.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: 14.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: 2.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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 })
  14. AsyncWait(12.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(21.0)
  17. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Body, clang: false, unk5: false, direct: true, unk6: 0 })

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 40, 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, 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 })
  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(7.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 24, 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: false })
  6. AsyncWait(8.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 15.0, y_offset: 20.0, 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 })
  8. AsyncWait(20.0)
  9. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffectTransient(867)
  3. SoundEffect1(741)
  4. SoundEffect1(822)
  5. SyncWait(13.0)
  6. SoundEffect1(820)
  7. SoundEffect1(828)
  8. SyncWait(23.0)
  9. SoundEffect1(797)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 13, unk2: 0 }