P+ - Meta Knight - Subaction - AttackAirHi

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Stats

IASA: 23
Auto Cancel Window: 1-4, 19-40
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x65

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 8 40 105 78 Slash Slash false 5 5
0 1 8 40 105 73 Slash Slash false 5 5
0 2 8 40 105 60 Slash Slash false 5 5
0 3 8 40 105 55 Slash Slash false 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 78, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 15.75, z_offset: -6.4, 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: 1, set_id: 0, damage: Constant(8.0), trajectory: 73, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 15.75, z_offset: 1.6, 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: 2, set_id: 0, damage: Constant(8.0), trajectory: 60, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: -12.8, 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(8.0), trajectory: 55, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 11.0, z_offset: 8.0, 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(18.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(22.0)
  12. Subroutine(0x28618)

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 10, bone: 0, x_offset: 2.0, y_offset: 2.5, 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. Subroutine(0xf6a8)
  4. AsyncWait(4.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(786)

Other

  1. Rumble { unk1: 17, unk2: 0 }