Brawl - Lucas - Subaction - ThrowLw

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Stats

IASA: None
Subaction Index: 0x75

Throw

Frame: 40

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
7 75 100 90 Normal Unique AerialAndGrounded 8 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 7, trajectory: 90, kbg: 100, wdsk: 0, bkb: 75, 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(40.0)
  4. ApplyThrow { unk0: 0, bone: 64, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 64, 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: None, terminate_with_animation: true })
    2. SyncWait(8.0)
  2. AsyncWait(40.0)
  3. GraphicEffect(GraphicEffect { graphic: 9, 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, 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(5131)
  3. SoundEffect1(114)
  4. SyncWait(5.0)
  5. SoundEffect1(5131)
  6. SyncWait(5.0)
  7. SoundEffect1(5131)
  8. SyncWait(6.0)
  9. SoundEffect1(5131)
  10. SoundEffect1(112)
  11. SoundVoiceLow
  12. SyncWait(23.0)
  13. SoundEffectOther2(94)
  14. SoundEffect1(63)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(5.0)
  5. SlopeContourStand { leg_bone_parent: 6 }
  6. AsyncWait(9.0)
  7. Rumble { unk1: 13, unk2: 0 }
  8. SlopeContourStand { leg_bone_parent: 0 }
  9. ScreenShake { magnitude: 2 }
  10. AsyncWait(35.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }