LXP2.1 - Waluigi - Subaction - ThrowF

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Stats

IASA: 63
Hitboxes active: 48
Hitbox set 0 hits: 48
Subaction Index: 0x73

Throw

Frame: 48

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
8 80 65 45 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.

Frame:48

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 4 25 90 361 Normal Unknown(48) AD false 1.5 true 3 6

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 8, trajectory: 45, kbg: 65, wdsk: 0, bkb: 80, 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 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 7, trajectory: 45, kbg: 65, wdsk: 0, bkb: 80, 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. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. AsyncWait(47.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 25, size: 7.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(48), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, 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 })
  6. AsyncWait(48.0)
  7. ApplyThrow { unk0: 0, bone: 60, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  8. DeleteAllHitBoxes
  9. AsyncWait(59.0)
  10. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  11. AsyncWait(62.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(48.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 60, 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: 1.0, 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 })

SFX

  1. SoundEffect1(112)
  2. SoundEffect1(114)
  3. AsyncWait(47.0)
  4. SoundVoiceLow
  5. SoundEffect1(168)
  6. AsyncWait(48.0)
  7. SoundEffect1(112)
  8. SoundEffect1(114)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(10.0)
  5. SlopeContourStand { leg_bone_parent: 6 }
  6. AsyncWait(35.0)
  7. SlopeContourStand { leg_bone_parent: 0 }
  8. AsyncWait(38.0)
  9. ScreenShake { magnitude: 1 }
  10. Rumble { unk1: 13, unk2: 0 }
  11. AsyncWait(53.0)
  12. SlopeContourStand { leg_bone_parent: 4 }
  13. AsyncWait(58.0)
  14. SlopeContourStand { leg_bone_parent: 6 }