PM3.02 - Meta Knight - Subaction - AttackHi3

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 |

Stats

IASA: None
Hitboxes active: 7-18
Hitbox set 0 hits: 7
Subaction Index: 0x54

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 7 40 120 85 Normal Slash false 5 5

Frames:8-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 35 120 85 Normal Slash false 4 4
0 1 7 35 145 85 Slash Slash false 5 5
0 2 8 35 130 85 Slash Slash false 5 5

Frames:13-18

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 35 120 85 Normal Slash false 4 4
0 1 7 35 145 85 Slash Slash false 5 5
0 2 8 35 130 85 Slash Slash false 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 85, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 5.74, x_offset: 0.0, y_offset: -0.94, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  3. AsyncWait(7.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 85, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 35, size: 6.05, x_offset: 0.0, y_offset: -1.88, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 85, wdsk: 0, kbg: 145, shield_damage: 0, bkb: 35, size: 4.92, x_offset: 0.0, y_offset: 8.46, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 85, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 35, size: 4.92, x_offset: 0.0, y_offset: 3.76, 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 })
  7. SyncWait(5.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 85, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 35, size: 4.92, x_offset: 0.0, y_offset: -0.94, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(6.0)
  10. DeleteAllHitBoxes
  11. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  12. AsyncWait(28.0)

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { 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: 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: true })
  3. AsyncWait(7.0)
  4. 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 })
  5. AsyncWait(11.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(0.0)
  2. SyncWait(6.0)
  3. SoundEffect1(784)

Other

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