Brawl - Samus - Subaction - ThrowB

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Stats

IASA: None
Direction Reverse Frames: 12
Subaction Index: 0x72

Throw

Frame: 11

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
8 60 55 40 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. GenerateArticle { article_id: 7, subaction_only: true }
  2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(7), Value(6)] }
  3. UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(7), Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 4 })] }
  4. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 8, trajectory: 40, kbg: 55, 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 })
  5. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, kbg: 100, wdsk: 0, bkb: 50, 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 })
  6. AsyncWait(11.0)
  7. ReverseDirection
  8. ApplyThrow { unk0: 0, bone: 47, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. loop 2 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 47, 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: 4.0, random_y_offset: 4.0, random_z_offset: 4.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    2. SyncWait(4.0)
  2. AsyncWait(11.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 47, 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(8.0)
  5. SoundEffect1(2842)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. RumbleLoop { unk1: 2, unk2: 20 }
  3. AsyncWait(11.0)
  4. ScreenShake { magnitude: 1 }