Brawl - R.O.B - Subaction - ThrowLw

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Stats

IASA: None
Subaction Index: 0x75

Throw

Frame: 49

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
10 110 20 88 Normal Unique AerialAndGrounded 8 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 10, trajectory: 88, kbg: 20, wdsk: 0, bkb: 110, effect: Normal, unk0: 0.0, unk1: 0.0, 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(49.0)
  4. ApplyThrow { unk0: 0, bone: 162, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. AsyncWait(18.0)
  2. loop 3 times:
    1. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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 })
    2. SyncWait(10.0)
  3. AsyncWait(49.0)
  4. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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. SyncWait(17.0)
  5. SoundVoiceLow
  6. SoundEffectTransient(5962)
  7. SyncWait(31.0)
  8. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
  9. SyncWait(1.0)
  10. SoundEffect1(63)
  11. SoundEffectOther2(94)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(18.0)
  3. ScreenShake { magnitude: 0 }
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(28.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(38.0)
  8. Rumble { unk1: 16, unk2: 0 }
  9. AsyncWait(46.0)
  10. Rumble { unk1: 16, unk2: 0 }
  11. AsyncWait(49.0)
  12. ScreenShake { magnitude: 1 }
  13. AsyncWait(53.0)
  14. Rumble { unk1: 13, unk2: 0 }