PM3.02 - Meta Knight - Subaction - AttackS3S_1
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 3-4 | 
                
                    | Hitbox set 0 hits: | 3 | 
                
                    | Subaction Index: | 0x50 | 
            
            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 | 4 | 0 | 100 | 70 | Normal | Slash | false | 3 | 4 |            | 
                            
                            | 0 | 1 | 4 | 0 | 100 | 70 | Slash | Slash | false | 3 | 4 |            | 
                            
                            | 0 | 2 | 4 | 0 | 100 | 70 | Slash | Slash | false | 3 | 4 |            | 
                
             
            Scripts
            Main
            - AsyncWait(2.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 6.016, z_offset: 2.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.099983, x_offset: 0.0, y_offset: 6.016, z_offset: 9.4, 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 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.099983, x_offset: 0.0, y_offset: 6.016, z_offset: 14.0, 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 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(8.0)
- FrameSpeedModifier { multiplier: 1.25, unk: 0 }
- loop 15 times: - if (ButtonPress value(0)) - IfStatementAnd (not(ButtonPress value(15)))
- IfStatementOr (BoolIsTrue RandomAccessBool(EnableFastFall))
- ChangeSubactionRestartFrame(AttackS3S2)
 
- SyncWait(1.0)
 
GFX
            - GraphicEffect(GraphicEffect { graphic: 28, 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: 1.2, random_x_offset: 10.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
- ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 2, 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, randomize: None, terminate_with_animation: true })
- AsyncWait(1.0)
- 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 })
- AsyncWait(2.0)
- SoundEffect1(787)
- AsyncWait(5.0)
- DeleteSwordGlow { fade_time: 1 }
SFX
            - AsyncWait(2.0)
- Subroutine(0x9019fa90)
Other
            - ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
- AsyncWait(3.0)
- Rumble { unk1: 17, unk2: 0 }