PM3.6 - Meta Knight - Subaction - CliffAttackSlow

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Stats

IASA: None
Fully Intangible: 1-42
Hitboxes active: 39-42
Hitbox set 0 hits: 39
Subaction Index: 0xdc

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:39-42

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 10 70 50 361 Slash Slash false 1 6 6
0 1 10 70 50 361 Slash Slash false 1 6 6
0 2 9 70 50 361 Slash Slash false 1 6 5
0 3 9 70 50 361 Slash Slash false 1 6 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(38.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: -4.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 2.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 8.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 15.0, 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 })
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(50.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 16, 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 })
  2. AsyncWait(35.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 40, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, 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: true })
  4. AsyncWait(37.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, 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: 1.2, 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 })
  6. Subroutine(0x2bc48)
  7. AsyncWait(41.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(228)
  3. SyncWait(38.0)
  4. SoundEffect1(784)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. AsyncWait(33.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  4. AsyncWait(36.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(57.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }