PM3.02 - Meta Knight - Subaction - SpecialSDrill

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Stats

IASA: None
Hitboxes active: 5-25
Hitbox set 0 hits: 5
Subaction Index: 0x1d5

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:5-24

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 60 50 365 Slash Unknown(24) AD false 1.4 0.8 6 2 4
0 1 1 100 50 15 Slash Unknown(24) AD false 1.4 0.8 6 2 4
0 2 1 50 50 365 Slash Unknown(24) AD false 1.4 0.8 6 2 4

Scripts

Main

  1. LedgeGrabEnable(Disable)
  2. AsyncWait(4.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 365, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 3.5, x_offset: 0.0, y_offset: 7.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 35, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 100, size: 3.5, x_offset: 0.0, y_offset: 5.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 41, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 365, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 50, size: 3.0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 15, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 100, size: 3.5, x_offset: 0.0, y_offset: 6.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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 })

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 39, 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: 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 21, bone: 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, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. 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 })
  4. loop 10 times:
    1. SyncWait(2.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 3, x_offset: 7.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 10.0, 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. SyncWait(2.0)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 3, x_offset: 2.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 10.0, 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(41.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffectTransient(866)
  2. SoundEffect1(806)
  3. SyncWait(5.0)
  4. SoundEffect1(806)
  5. SyncWait(5.0)
  6. SoundEffect1(807)
  7. SyncWait(5.0)
  8. SoundEffect1(808)
  9. SyncWait(5.0)
  10. SoundEffect1(809)
  11. SyncWait(5.0)
  12. SoundEffect1(810)
  13. SyncWait(5.0)
  14. SoundEffect1(811)
  15. SyncWait(5.0)
  16. SoundEffect1(812)
  17. SyncWait(5.0)
  18. SoundEffect1(813)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 1 }
  2. RumbleLoop { unk1: 2, unk2: 57 }