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

  1. AsyncWait(3.0)
  2. 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 })
  3. 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 })
  4. 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 })
  5. 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 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. FrameSpeedModifier { multiplier: 0.725, unk: 0 }

GFX

  1. AsyncWait(1.0)
  2. 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 })
  3. AsyncWait(2.0)
  4. 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 })
  5. Subroutine(0x2bc48)
  6. AsyncWait(6.0)
  7. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(785)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. Rumble { unk1: 18, unk2: 0 }