PM3.02 - Meta Knight - Subaction - AttackS3S3

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Stats

IASA: None
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x52

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 50 113 70 Slash Slash false 4 4
0 1 5 50 113 65 Slash Slash false 4 4
0 2 4 50 113 50 Slash Slash false 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 113, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 16.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 65, wdsk: 0, kbg: 113, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 7.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 50, wdsk: 0, kbg: 113, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 10.0, z_offset: 12.25, 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 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. FrameSpeedModifier { multiplier: 1.3, unk: 0 }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 4, bone: 0, x_offset: -4.199983, 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. 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 })
  3. AsyncWait(4.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(2.0)
  2. SoundVoiceLow
  3. SoundEffect1(784)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 17, unk2: 0 }