PM3.02 - Meta Knight - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-23
Hitboxes active: 25-28
Hitbox set 0 hits: 25
Subaction Index: 0xd7

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:25-28

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 9 70 50 361 Slash Slash false 1 6 5
0 1 9 70 50 361 Slash Slash false 1 6 5
0 2 7 70 50 361 Slash Slash false 1 5 5
0 3 7 70 50 361 Slash Slash false 1 5 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(23.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(24.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: -4.0, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 2.0, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 8.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 15.0, 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: Foot, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(4.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(42.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 15, bone: 2, 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 })
  2. AsyncWait(22.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 40, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, 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 })
  4. AsyncWait(23.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, 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 })
  6. 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 })
  7. AsyncWait(27.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(741)
  3. SyncWait(20.0)
  4. SoundEffect1(785)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(21.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  5. AsyncWait(45.0)
  6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }