P+ - Meta Knight - Subaction - SpecialHiLoop

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Stats

IASA: None
Hitboxes active: 1-31
Hitbox set 0 hits: 1
Subaction Index: 0x1e4

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 9 90 90 80 Slash Unknown(24) AD false 6 5

Frames:3-30

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 30 80 361 Slash Slash false 4 4

Scripts

Main

  1. LedgeGrabEnable(Disable)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 90, size: 5.74, x_offset: 0.0, y_offset: 0.0, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. AsyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 5.74, x_offset: 0.0, y_offset: 0.0, z_offset: 3.76, 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: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  5. AsyncWait(30.0)
  6. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 23003 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 1 })] }
  7. AsyncWait(34.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(35.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. Subroutine(0xf6a8)
  2. AsyncWait(0.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 24, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 20.0, 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 })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 18.0, 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 })
  5. AsyncWait(34.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. Goto(0x14178)
  2. SoundEffectVictory(797)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 1 }