LXP2.1 - Ganon-Mage - Subaction - ThrowHi

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Stats

IASA: 141
Hitboxes active: 97-98
Hitbox set 0 hits: 97
Subaction Index: 0x51

Throw

Frame: 97

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
5 60 70 90 Aura 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:97-98

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 150 361 Aura Unknown(176) AD false true 2 3

Scripts

Main

  1. Subroutine(0x4b500)
  2. SetAirGround(17)
  3. SetEdgeSlide(Airbourne)
  4. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 5, trajectory: 90, kbg: 70, wdsk: 0, bkb: 60, effect: Aura, 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: 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 })
  6. AsyncWait(96.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 13.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(176), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  8. AsyncWait(97.0)
  9. ApplyThrow { unk0: 0, bone: 55, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  10. SyncWait(1.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(140.0)
  13. AllowInterrupts
  14. BoolVariableSetTrue { variable: LongtermAccessFloat (0x57) }
  15. CreateInterrupt { interrupt_id: None, action: 0x117, requirement: (CharacterExists) }

GFX

  1. AsyncWait(18.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 55, 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: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(15.0)
  5. SoundEffect1(111)
  6. SoundEffect1(112)
  7. SoundVoiceLow

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(16.0)
  3. Rumble { unk1: 14, unk2: 8 }
  4. ScreenShake { magnitude: 1 }