LXP2.1 - Pichu - Subaction - ThrowHi

| 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 |

Stats

IASA: None
Hitboxes active: 13-18
Hitbox set 0 hits: 13
Subaction Index: 0x74

Throw

Frame: 18

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
5 90 45 90 Electric 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:13-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 5 90 0 0 361 Normal MagicZap AD false 1 true 4 4

Scripts

Main

  1. AsyncWait(1.0)
  2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 5, trajectory: 90, kbg: 45, wdsk: 0, bkb: 90, effect: Electric, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. 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 })
  4. AsyncWait(11.0)
  5. FrameSpeedModifier { multiplier: 0.99901664, unk: 0 }
  6. AsyncWait(11.998983)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 90, kbg: 0, shield_damage: 1, bkb: 0, size: 4.69, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Head, 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: false, flinchless: false })
  8. FrameSpeedModifier { multiplier: 0.00025, unk: 0 }
  9. AsyncWait(12.0)
  10. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  11. AsyncWait(14.0)
  12. ApplyThrow { unk0: 0, bone: 47, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  13. DeleteAllHitBoxes
  14. FrameSpeedModifier { multiplier: 0.8333333, unk: 0 }

GFX

  1. AsyncWait(18.0)
  2. 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: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. Subroutine(0x1f818)
  5. SyncWait(14.0)
  6. SoundEffect1(111)
  7. SoundEffect1(112)

Other

  1. AsyncWait(12.999)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 13, unk2: 0 }