LXP2.1 - Ridley-Classic - Subaction - ThrowLw

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Stats

IASA: 89
Hitboxes active: 16-17, 38-40, 42-44, 46-48, 50-52, 54-56, 58-60
Hitbox set 0 hits: 16, 38, 42, 46, 50, 54, 58
Subaction Index: 0x75

Throw

Frame: 64

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 80 58 50 Flame 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:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 3 40 0 100 361 Slash Unknown(24) AD false true 3 3

Frames:38-40

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Frames:42-44

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Frames:46-48

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Frames:50-52

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Frames:54-56

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Frames:58-60

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Direct Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 0 100 361 Flame Unknown(64) AD false false 0.5 true 2 1

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 50, kbg: 58, wdsk: 0, bkb: 80, effect: Flame, unk0: 0.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  2. 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 })
  3. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  4. AsyncWait(19.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. AsyncWait(21.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 106, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, 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. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(43.0)
  11. loop 6 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 106, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: false, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 4, bone: 26, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 4, bone: 26, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 4, bone: 26, x_offset: 12.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.3, randomize: None, terminate_with_animation: true })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 8, bone: 25, x_offset: 2.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
    6. SyncWait(3.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  12. AsyncWait(70.0)
  13. ApplyThrow { unk0: 0, bone: 106, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  14. AsyncWait(94.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(18.0)
  2. Subroutine(0x14b88)
  3. AsyncWait(21.0)
  4. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 16.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  5. SyncWait(3.0)
  6. DeleteSwordGlow { fade_time: 1 }
  7. AsyncWait(43.0)
  8. FlashEffectLight { red: 255, green: 45, blue: 0, alpha: 120, light_source_x: 75.0, light_source_y: 0.0 }
  9. SyncWait(1.0)
  10. SetColorOfFlashEffectLight { transition_time: 24, red: 255, green: 45, blue: 0, alpha: 70 }
  11. AsyncWait(70.0)
  12. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(112), Bool(true), Bool(false)] }
  13. RemoveFlashEffect
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 16.0, 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: false })
  15. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  16. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 35, bone: 106, x_offset: 0.0, y_offset: 3.0, z_offset: 1.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.75, 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 })
  17. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 8, bone: 25, x_offset: 2.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
  18. FlashEffectLight { red: 255, green: 45, blue: 0, alpha: 255, light_source_x: 75.0, light_source_y: 0.0 }
  19. SyncWait(5.0)
  20. SetColorOfFlashEffectLight { transition_time: 13, red: 255, green: 45, blue: 0, alpha: 0 }
  21. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 378, graphic: 8, bone: 25, x_offset: 2.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
    2. SyncWait(4.0)
  22. SyncWait(1.0)
  23. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. AsyncWait(19.0)
  5. SoundEffect1(19577)
  6. AsyncWait(21.0)
  7. SoundEffectOther2(94)
  8. AsyncWait(43.0)
  9. SoundEffect1(19578)
  10. AsyncWait(70.0)
  11. SoundEffect1(80)
  12. AsyncWait(99.0)
  13. SoundEffect2(19566)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(19.0)
  5. Rumble { unk1: 0, unk2: 0 }
  6. AsyncWait(24.0)
  7. SlopeContourStand { leg_bone_parent: 6 }
  8. AsyncWait(43.0)
  9. RumbleLoop { unk1: 16, unk2: 0 }
  10. AsyncWait(70.0)
  11. ScreenShake { magnitude: 1 }
  12. Rumble { unk1: 16, unk2: 0 }
  13. AsyncWait(90.0)
  14. SlopeContourStand { leg_bone_parent: 4 }
  15. AsyncWait(99.0)
  16. SlopeContourStand { leg_bone_parent: 6 }