P+ - Meta Knight - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 2-3, 6-7, 10-11, 15-16, 19-20
Hitbox set 0 hits: 2, 6, 10, 15, 19
Subaction Index: 0x4c

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 2 25 40 95 Slash Slash false 2 3
0 1 2 25 40 60 Slash Slash false 2 3
0 2 1 25 40 60 Slash Slash false 2 3

Frames:6-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 25 40 120 Slash Slash false 2 3
0 1 1 25 40 120 Slash Slash false 2 3

Frames:10-11

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 25 40 120 Slash Slash false 2 3
0 1 2 25 40 120 Slash Slash false 2 3
0 2 1 25 40 120 Slash Slash false 2 3

Frames:15-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 25 40 120 Slash Slash false 2 3
0 1 1 25 40 120 Slash Slash false 2 3

Frame:19

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 3 40 100 361 Slash Slash false 3 3
0 1 3 40 100 361 Slash Slash false 3 3
0 2 3 40 100 361 Slash Slash false 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 6.25, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.09, x_offset: 0.0, y_offset: 4.512, z_offset: -5.64, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 60, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 4.512, z_offset: -12.972, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(5.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 4.512, z_offset: 5.64, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 4.512, z_offset: 12.972, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(9.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 5.264, z_offset: 0.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 5.264, z_offset: -3.384, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 5.264, z_offset: -7.708, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  17. SyncWait(2.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(14.0)
  20. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 6.016, z_offset: 6.768, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  21. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 120, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 25, size: 4.099983, x_offset: 0.0, y_offset: 9.776, z_offset: 11.844, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  22. SyncWait(2.0)
  23. DeleteAllHitBoxes
  24. AsyncWait(18.0)
  25. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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: 0.75, 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 })
  26. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 7.0, z_offset: -5.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  27. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 7.5, x_offset: 0.0, y_offset: 8.0, z_offset: 3.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  28. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 7.0, z_offset: 7.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  29. SyncWait(2.0)
  30. DeleteAllHitBoxes
  31. ChangeSubactionRestartFrame(AttackEnd)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, 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: None, terminate_with_animation: true })
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. SwordGlow(SwordGlow { color: 0, blur_length: 2, point1_bone: 33, 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: 1507361, 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. else
    1. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
      1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(29)))
      2. SwordGlow(SwordGlow { color: 0, blur_length: 2, 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: 1507360, 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 })
    2. else
      1. if ((LongtermAccessInt(CostumeID) Equal scalar(9)))
        1. SwordGlow(SwordGlow { color: 0, blur_length: 2, 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: 1507359, 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 })
      2. else
        1. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
          1. SwordGlow(SwordGlow { color: 0, blur_length: 2, 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: 1507357, 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 })
        2. else
          1. if ((LongtermAccessInt(CostumeID) Equal scalar(61)))
            1. SwordGlow(SwordGlow { color: 0, blur_length: 2, 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: 1507358, 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 })
          2. else
            1. SwordGlow(SwordGlow { color: 0, blur_length: 2, 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(4.0)
  5. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    2. SyncWait(6.0)
    3. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    4. SyncWait(5.0)
    5. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    6. SyncWait(5.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(786)
  3. AsyncWait(5.0)
  4. SoundEffect1(787)
  5. AsyncWait(9.0)
  6. SoundEffect1(786)
  7. AsyncWait(14.0)
  8. SoundEffect1(787)
  9. AsyncWait(18.0)
  10. SoundEffect1(786)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 20, unk2: 0 }
  4. AsyncWait(5.0)
  5. Rumble { unk1: 20, unk2: 0 }
  6. AsyncWait(9.0)
  7. Rumble { unk1: 20, unk2: 0 }
  8. AsyncWait(14.0)
  9. Rumble { unk1: 20, unk2: 0 }
  10. AsyncWait(18.0)
  11. Rumble { unk1: 20, unk2: 0 }
  12. DeleteSwordGlow { fade_time: 0 }