Brawl - Samus - Subaction - ThrowHi
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Stats
IASA: |
None |
Hitboxes active: |
14, 16, 18, 20, 22 |
Hitbox set 0 hits: |
14, 16, 18, 20, 22 |
Subaction Index: |
0x74 |
Throw
Frame: 27
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Grab Target |
Iframes |
WDTS |
4 |
80 |
70 |
90 |
Normal |
Unique |
AerialAndGrounded |
8 |
true |
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:14
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
SDI Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
1 |
10 |
100 |
80 |
Electric |
Unknown(56) |
AD |
false |
0 |
0 |
true |
2 |
0 |
|
Frame:16
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
SDI Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
1 |
10 |
100 |
80 |
Electric |
Unknown(56) |
AD |
false |
0 |
0 |
true |
2 |
0 |
|
Frame:18
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
SDI Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
1 |
10 |
100 |
80 |
Electric |
Unknown(56) |
AD |
false |
0 |
0 |
true |
2 |
0 |
|
Frame:20
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
SDI Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
1 |
10 |
100 |
80 |
Electric |
Unknown(56) |
AD |
false |
0 |
0 |
true |
2 |
0 |
|
Frame:22
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
SDI Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
1 |
10 |
100 |
80 |
Electric |
Unknown(56) |
AD |
false |
0 |
0 |
true |
2 |
0 |
|
Scripts
Main
- GenerateArticle { article_id: 7, subaction_only: true }
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(7), Value(8)] }
- UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(7), Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 4 })] }
- SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 90, kbg: 70, wdsk: 0, bkb: 80, 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 })
- 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 })
- AsyncWait(13.0)
- loop 5 times:
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, 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: true, flinchless: false })
- SyncWait(1.0)
- DeleteAllHitBoxes
- SyncWait(1.0)
- AsyncWait(27.0)
- ApplyThrow { unk0: 0, bone: 47, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
GFX
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 15, 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: 0.8, 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 })
- loop 6 times:
- 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 })
- SyncWait(4.0)
- AsyncWait(28.0)
- GraphicEffect(GraphicEffect { graphic: 11, 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: true })
- 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
- AsyncWait(1.0)
- SoundEffect1(112)
- SoundEffect1(114)
- SyncWait(15.0)
- SoundEffect1(2842)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(13.0)
- RumbleLoop { unk1: 2, unk2: 20 }
- AsyncWait(31.0)
- ScreenShake { magnitude: 1 }