PM3.6 - Meta Knight - Subaction - AttackAirF

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Stats

IASA: 34
Auto Cancel Window: 1-3, 31-47
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 6-7, 10-11, 13-14
Hitbox set 0 hits: 6, 10, 13
Subaction Index: 0x63

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:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 3 115 0 30 361 Slash Unknown(24) AD false 3 3
0 1 3 115 0 30 95 Slash Unknown(24) AD false 3 3
0 2 3 115 0 30 75 Slash Unknown(24) AD false 3 3
0 3 3 115 0 30 285 Slash Unknown(24) AD false 3 3

Frames:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 3 115 0 30 361 Slash Unknown(24) AD false 3 3
0 1 3 115 0 30 95 Slash Unknown(24) AD false 3 3
0 2 3 115 0 30 75 Slash Unknown(24) AD false 3 3
0 3 3 115 0 30 285 Slash Unknown(24) AD false 3 3

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 30 130 361 Slash Slash false 3 4
0 1 4 30 130 361 Slash Slash false 3 4
0 2 4 30 130 361 Slash Slash false 3 4
0 3 4 30 130 361 Slash Slash false 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(5.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 5.17, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 95, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 5.17, z_offset: 8.99, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 1.88, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 285, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 8.46, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(9.0)
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 5.17, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 95, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 5.17, z_offset: 8.99, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 1.88, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 285, wdsk: 115, kbg: 30, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 8.46, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, 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 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(12.0)
  18. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 30, size: 3.7, x_offset: 0.0, y_offset: 5.17, z_offset: 3.29, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  19. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 30, size: 6.15, x_offset: 0.0, y_offset: 5.17, z_offset: 8.99, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  20. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 30, size: 4.1, x_offset: 0.0, y_offset: 1.88, z_offset: 2.82, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  21. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 30, size: 4.1, x_offset: 0.0, y_offset: 8.46, z_offset: 2.82, 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: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  22. SyncWait(2.0)
  23. DeleteAllHitBoxes
  24. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  25. AsyncWait(26.0)
  26. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  27. AsyncWait(29.0)
  28. Subroutine(0x28618)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 9, bone: 74, 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(4.0)
  3. Subroutine(0x2bc48)
  4. Goto(0x9019c168)

SFX

  1. AsyncWait(1.0)
  2. SyncWait(4.0)
  3. SoundEffect1(787)
  4. SyncWait(4.0)
  5. SoundEffect1(787)
  6. SyncWait(3.0)
  7. SoundEffect1(786)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 22, unk2: 0 }
  3. AsyncWait(9.0)
  4. Rumble { unk1: 22, unk2: 0 }
  5. AsyncWait(12.0)
  6. Rumble { unk1: 22, unk2: 0 }
  7. AsyncWait(14.0)
  8. DeleteSwordGlow { fade_time: 1 }