Brawl - Zelda - Subaction - ThrowLw
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 |
60 |
61 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
Stats
IASA: |
70 |
Hitboxes active: |
25-26, 31-32, 37-38, 43-44 |
Hitbox set 0 hits: |
25, 31, 37, 43 |
Subaction Index: |
0x75 |
Throw
Frame: 50
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Grab Target |
Iframes |
WDTS |
2 |
80 |
42 |
120 |
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:25-26
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
25 |
0 |
100 |
40 |
Electric |
Unknown(128) |
AD |
false |
0.5 |
true |
2 |
1 |
|
Frames:31-32
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
25 |
0 |
100 |
40 |
Electric |
Unknown(128) |
AD |
false |
0.5 |
true |
2 |
1 |
|
Frames:37-38
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
25 |
0 |
100 |
40 |
Electric |
Unknown(128) |
AD |
false |
0.5 |
true |
2 |
1 |
|
Frames:43-44
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Clang |
Hitlag Mult |
Remain Grabbed |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
2 |
25 |
0 |
100 |
40 |
Electric |
Unknown(128) |
AD |
false |
0.5 |
true |
2 |
1 |
|
Scripts
Main
- SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 120, kbg: 42, 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(24.0)
- loop 4 times:
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 40, wdsk: 25, kbg: 100, shield_damage: 0, bkb: 0, size: 7.2, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- SyncWait(4.0)
- AsyncWait(50.0)
- ApplyThrow { unk0: 0, bone: 103, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
- AsyncWait(69.0)
- AllowInterrupts
GFX
- AsyncWait(50.0)
- 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
- AsyncWait(1.0)
- SyncWait(7.0)
- SoundEffectOther2(94)
- SoundEffect1(63)
- SoundVoiceLow
Other
- SlopeContourStand { leg_bone_parent: 2 }
- AsyncWait(1.0)
- SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
- AsyncWait(10.0)
- Rumble { unk1: 13, unk2: 0 }
- AsyncWait(24.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(36.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(42.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(50.0)
- ScreenShake { magnitude: 2 }
- Rumble { unk1: 13, unk2: 0 }
- AsyncWait(55.0)
- SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }