LXP2.1 - Waluigi - Subaction - ThrowLw

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Stats

IASA: 71
Hitboxes active: 20, 28, 38, 47, 57
Hitbox set 0 hits: 20, 28, 38, 47, 57
Subaction Index: 0x75

Throw

Frame: 57

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 80 30 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:20

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Remain Grabbed Shieldstun Hitlag Targets
0 0 2 15 75 90 Normal MagicZap false 0.25 0 false true 2 0

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Remain Grabbed Shieldstun Hitlag Targets
0 0 2 15 75 90 Normal MagicZap false 0.25 0 false true 2 0

Frame:38

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Remain Grabbed Shieldstun Hitlag Targets
0 0 2 15 75 90 Normal MagicZap false 0.25 0 false true 2 0

Frame:47

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldable Remain Grabbed Shieldstun Hitlag Targets
0 0 2 15 75 90 Normal MagicZap false 0.25 0 false true 2 0

Frame:57

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldable Remain Grabbed Shieldstun Hitlag Targets
0 0 2 25 75 90 Normal MagicZap false 0 false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 45, kbg: 30, wdsk: 0, bkb: 80, effect: Normal, 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: 40, 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(19.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.25, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, 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. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(27.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.25, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. SyncWait(1.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(37.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.25, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. SyncWait(1.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(46.0)
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.25, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  17. SyncWait(1.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(56.0)
  20. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 25, 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: 0.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: true, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  21. SyncWait(1.0)
  22. DeleteAllHitBoxes
  23. AsyncWait(57.0)
  24. ApplyThrow { unk0: 0, bone: 60, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  25. AsyncWait(70.0)
  26. AllowInterrupts

GFX

  1. AsyncWait(19.0)
  2. 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: true })
  3. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.5, 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 })
  4. AsyncWait(27.0)
  5. 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: true })
  6. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.5, 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 })
  7. AsyncWait(37.0)
  8. 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: true })
  9. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.5, 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 })
  10. AsyncWait(46.0)
  11. 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: true })
  12. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.5, 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 })
  13. AsyncWait(56.0)
  14. 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: 1.0, 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 })
  15. GraphicEffect(GraphicEffect { graphic: 11, 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: true })
  16. AsyncWait(57.0)
  17. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 12, 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(19.0)
  4. if (RollADie value(2))
    1. SoundEffect1(23316)
  5. else
    1. SoundEffect1(23324)
  6. SoundEffect1(55)
  7. AsyncWait(27.0)
  8. SoundEffect1(55)
  9. AsyncWait(37.0)
  10. SoundEffect1(55)
  11. AsyncWait(46.0)
  12. SoundEffect1(55)
  13. AsyncWait(56.0)
  14. SoundEffect1(55)
  15. AsyncWait(57.0)
  16. SoundEffect1(94)
  17. SoundEffect1(63)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(19.0)
  5. SlopeContourStand { leg_bone_parent: 6 }
  6. Rumble { unk1: 0, unk2: 0 }
  7. AsyncWait(21.0)
  8. SlopeContourStand { leg_bone_parent: 2 }
  9. AsyncWait(27.0)
  10. SlopeContourStand { leg_bone_parent: 6 }
  11. Rumble { unk1: 0, unk2: 0 }
  12. AsyncWait(29.0)
  13. SlopeContourStand { leg_bone_parent: 2 }
  14. AsyncWait(37.0)
  15. SlopeContourStand { leg_bone_parent: 6 }
  16. Rumble { unk1: 0, unk2: 0 }
  17. AsyncWait(39.0)
  18. SlopeContourStand { leg_bone_parent: 2 }
  19. AsyncWait(46.0)
  20. SlopeContourStand { leg_bone_parent: 6 }
  21. Rumble { unk1: 0, unk2: 0 }
  22. AsyncWait(48.0)
  23. SlopeContourStand { leg_bone_parent: 2 }
  24. AsyncWait(56.0)
  25. SlopeContourStand { leg_bone_parent: 6 }
  26. Rumble { unk1: 13, unk2: 0 }
  27. AsyncWait(57.0)
  28. ScreenShake { magnitude: 1 }