LXP2.1 - Ridley-Modern - Subaction - ThrowB

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Stats

IASA: None
Hitboxes active: 7-10
Hitbox set 0 hits: 7
Subaction Index: 0x72

Throw

Frame: 19

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 64 77 145 Slash Unique AerialAndGrounded 8 true

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:7-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 7 40 0 100 361 Slash Unknown(24) AD false true 5 5

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 145, kbg: 77, wdsk: 0, bkb: 64, effect: Slash, unk0: 0.0, unk1: 1.5, 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: 145, kbg: 100, wdsk: 0, bkb: 60, effect: Slash, unk0: 0.0, unk1: 1.5, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  3. AsyncWait(6.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: -10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, 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: true, 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(10.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(19.0)
  8. ApplyThrow { unk0: 0, bone: 78, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 388, graphic: 20, bone: 77, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. SwordGlow(SwordGlow { color: 911, blur_length: 8, point1_bone: 76, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 77, point2_x_offset: 0.0, point2_y_offset: -13.0, point2_z_offset: -0.15, delete_after_subaction: true, graphic_id: 75, bone_id: 77, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  4. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25427988), Bool(false), Bool(true)] }
  5. AsyncWait(26.0)
  6. DeleteSwordGlow { fade_time: 2 }

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(9809)
  3. AsyncWait(13.0)
  4. SoundEffect1(9802)

Other