PM3.6 - Meta Knight - Subaction - AttackS4S_1
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 4-5 | 
                
                    | Hitbox set 0 hits: | 4 | 
                
                    | Subaction Index: | 0x58 | 
            
            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:4-5
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Clang | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 16 | 30 | 110 | 361 | Slash | Slash | false | 9 | 8 |            | 
                            
                            | 0 | 1 | 16 | 30 | 110 | 361 | Slash | Slash | false | 9 | 8 |            | 
                            
                            | 0 | 2 | 16 | 30 | 110 | 361 | Slash | Slash | false | 9 | 8 |            | 
                            
                            | 0 | 3 | 16 | 30 | 110 | 361 | Slash | Slash | false | 9 | 8 |            | 
                
             
            Scripts
            Main
            - AsyncWait(3.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 30, size: 5.5, x_offset: 0.0, y_offset: 6.016, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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(16.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 3.008, z_offset: 12.22, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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(16.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 9.024, z_offset: 12.22, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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: 3, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 6.016, z_offset: 17.86, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, 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
- FrameSpeedModifier { multiplier: 0.725, unk: 0 }
GFX
            - AsyncWait(1.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 5, 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(2.0)
- GraphicEffect(GraphicEffect { graphic: 33, 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: 0.6, 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 })
- Subroutine(0x2bc48)
- AsyncWait(6.0)
- DeleteSwordGlow { fade_time: 1 }
SFX
            - AsyncWait(3.0)
- SoundEffectStop(105)
- SoundEffect1(785)
Other
            - ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
- Rumble { unk1: 18, unk2: 0 }