PM3.02 - Meta Knight - Subaction - SpecialSEnd

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Stats

IASA: None
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x1d6

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 6 30 115 97 Slash Unknown(24) AD false 1.4 4 6
0 2 6 30 115 97 Slash Unknown(24) AD false 1.4 4 6

Scripts

Main

  1. LedgeGrabEnable(EnableInFront)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 41, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 97, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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: 0, 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 })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 41, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 97, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 30, size: 5.74, x_offset: -7.52, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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: 0, 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. SyncWait(2.0)
  5. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 9, 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: false })

SFX

  1. AsyncWait(14.0)
  2. SoundEffect1(744)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 1 }
  2. AsyncWait(10.0)
  3. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }