LXP2.1 - MetalSonic - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 14-38
Hitbox set 0 hits: 14
Subaction Index: 0x75

Throw

Frame: 38

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 40 30 20 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:14-38

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Rehit Rate Remain Grabbed Shieldstun Hitlag Targets
0 0 1 20 0 100 Normal MagicZap AD false 0.2 8 true 2 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 20, kbg: 30, wdsk: 0, bkb: 40, effect: Normal, unk0: -1.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 2, trajectory: 80, 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(13.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 100, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 8, 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 })
  5. AsyncWait(38.0)
  6. ApplyThrow { unk0: 0, bone: 0, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. DeleteAllHitBoxes
  8. SyncWait(2.0)
  9. FrameSpeedModifier { multiplier: 0.7, unk: 0 }

GFX

  1. AsyncWait(15.0)
  2. loop 3 times:
    1. 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: 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)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. loop Infinite times:
    1. FloatVariableSet { variable: LongtermAccessFloat (0x63), value: InternalConstantInt(HorizontalCharacterVelocity) }
    2. SyncWait(1.0)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }
  2. AsyncWait(8.0)
  3. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  4. AsyncWait(15.0)
  5. ScreenShake { magnitude: 0 }
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(20.0)
  8. Rumble { unk1: 17, unk2: 0 }
  9. AsyncWait(25.0)
  10. Rumble { unk1: 17, unk2: 0 }
  11. ScreenShake { magnitude: 0 }
  12. AsyncWait(29.0)
  13. Rumble { unk1: 17, unk2: 0 }
  14. AsyncWait(33.0)
  15. Rumble { unk1: 17, unk2: 0 }
  16. AsyncWait(37.0)
  17. ScreenShake { magnitude: 1 }
  18. Rumble { unk1: 17, unk2: 0 }
  19. AsyncWait(40.0)
  20. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }
  21. AsyncWait(59.0)
  22. SlopeContourStand { leg_bone_parent: 6 }
  23. AsyncWait(61.0)
  24. NormalizePhysics