LXP2.1 - YoungLink - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 26-29
Hitbox set 0 hits: 26
Subaction Index: 0x74

Throw

Frame: 28

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 30 125 90 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.

Frames:26-29

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 4 50 100 20 Normal Unknown(24) AD false true 3 4
0 1 4 50 100 20 Normal Unknown(24) AD false true 3 4

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 90, kbg: 125, wdsk: 0, bkb: 30, 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: 2, trajectory: 45, 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 })
  3. AsyncWait(25.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 20, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.13, x_offset: 8.1, 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: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 20, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.13, x_offset: 2.38, 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: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, 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 })
  6. AsyncWait(28.0)
  7. ApplyThrow { unk0: 0, bone: 79, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  8. AsyncWait(29.0)
  9. DeleteAllHitBoxes
  10. FrameSpeedModifier { multiplier: 1.0526333, unk: 0 }

GFX

  1. AsyncWait(18.0)
  2. GraphicEffect(GraphicEffect { graphic: 8, 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: 0.9, 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. AsyncWait(20.0)
  4. SwordGlow(SwordGlow { color: 771, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 8.92, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 24510465, bone_id: 26, 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: 1.0 })
  5. AsyncWait(30.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffect1(220)
  2. AsyncWait(2.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. AsyncWait(22.0)
  6. Subroutine(0xe198)
  7. SoundEffect1(496)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(19.0)
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(28.0)
  6. Rumble { unk1: 12, unk2: 0 }
  7. ScreenShake { magnitude: 1 }
  8. AsyncWait(35.0)
  9. SlopeContourStand { leg_bone_parent: 4 }
  10. AsyncWait(37.0)
  11. SlopeContourStand { leg_bone_parent: 6 }
  12. AsyncWait(41.0)
  13. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }