P+ - Meta Knight - Subaction - AttackS3S2

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Stats

IASA: None
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x51

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 3 0 100 70 Slash Slash false 3 3
0 1 3 0 100 70 Slash Slash false 3 3
0 2 3 0 100 70 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(3.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 6.016, z_offset: 3.76, 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(3.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: 0.0, y_offset: 6.016, z_offset: 10.34, 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(3.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 6.016, z_offset: 17.0, 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 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(7.0)
  8. loop 22 times:
    1. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. IfStatementOr (BoolIsTrue RandomAccessBool(EnableFastFall))
      3. ChangeSubactionRestartFrame(AttackS3S3)
    2. SyncWait(1.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 3, bone: 0, x_offset: -3.0, 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. Subroutine(0xf6a8)
  3. AsyncWait(1.0)
  4. SoundEffect1(786)
  5. AsyncWait(4.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. BoolVariableSetFalse { variable: RandomAccessBool (0x22) }
  3. BoolVariableSetFalse { variable: RandomAccessBool(EnableFastFall) }
  4. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd (not(ButtonHeld value(0)))
      2. BoolVariableSetTrue { variable: RandomAccessBool (0x22) }
    2. if (ButtonHeld value(0))
      1. IfStatementAnd (BoolIsTrue RandomAccessBool (0x22))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    3. if (ButtonPress value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }
    4. SyncWait(0.1)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. Rumble { unk1: 17, unk2: 0 }