Brawl - Diddy Kong - Subaction - ThrowB

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Stats

IASA: 26
Direction Reverse Frames: 9
Subaction Index: 0x72

Throw

Frame: 8

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 66 55 38 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 38, kbg: 55, wdsk: 0, bkb: 66, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, kbg: 100, wdsk: 0, bkb: 60, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. AsyncWait(8.0)
  4. ApplyThrow { unk0: 0, bone: 70, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  5. ReverseDirection
  6. AsyncWait(25.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(17.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: -18.0, y_offset: 16.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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 })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SoundVoiceLow

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(8.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(11.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(17.0)
  8. SlopeContourStand { leg_bone_parent: 6 }