Brawl - Kirby - Subaction - ThrowLw

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Stats

IASA: 88
Hitboxes active: 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34, 37-38, 41-42, 56-57
Hitbox set 0 hits: 9, 13, 17, 21, 25, 29, 33, 37, 41, 56
Subaction Index: 0x75

Throw

Frame: 57

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
2 40 140 90 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.

Frames:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:21-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:25-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:29-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:33-34

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:37-38

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:41-42

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Freeze frame disable Shieldstun Hitlag Targets
0 0 1 10 0 100 270 Normal MagicZap AD false true true 2 3

Frames:56-57

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 10 100 90 Normal MagicZap AD false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 90, kbg: 140, wdsk: 0, bkb: 40, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, 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. loop 9 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 5.76, x_offset: 0.0, y_offset: 4.0, z_offset: 3.2, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Foot, clang: false, unk5: true, 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: true, unk5: false, flinchless: false })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(2.0)
  5. AsyncWait(55.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.76, x_offset: 0.0, y_offset: 4.0, z_offset: 2.4, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Foot, clang: false, unk5: true, 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 })
  7. AsyncWait(57.0)
  8. ApplyThrow { unk0: 0, bone: 459, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. DeleteAllHitBoxes
  10. AsyncWait(87.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(55.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 405, 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, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SoundVoiceLow

Other

  1. AsyncWait(9.0)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(55.0)
  5. ScreenShake { magnitude: 1 }