Brawl - Ice Climbers - Subaction - ThrowF

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Stats

IASA: 50
Hitboxes active: 24
Hitbox set 0 hits: 24
Subaction Index: 0x73

Throw

Frame: 24

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
5 70 60 45 Normal Unique AerialAndGrounded 8 false

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 3 90 0 0 361 Normal MagicZap AD false 0.3 1 true 3 1

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 5, trajectory: 45, kbg: 60, wdsk: 0, bkb: 70, 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: 40, 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(23.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 90, kbg: 0, shield_damage: 1, bkb: 0, size: 7.2, x_offset: 0.0, y_offset: 5.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, 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: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. AsyncWait(24.0)
  6. ApplyThrow { unk0: 0, bone: 45, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. DeleteAllHitBoxes
  8. AsyncWait(49.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(20.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5), Value(23), Scalar(0.0), Scalar(7.3), Scalar(-1.0), Value(23), Scalar(0.0), Scalar(10.0), Scalar(-1.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(4.0)] }
  3. AsyncWait(28.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 45, 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: 1.5, 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 })
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SoundEffect1(1617)
  5. SyncWait(21.0)
  6. SoundEffect1(4255)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }
  2. AsyncWait(23.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(24.0)
  5. ScreenShake { magnitude: 1 }
  6. AsyncWait(35.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }
  8. AsyncWait(47.0)
  9. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }