P+ - Captain Falcon - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 11-28
Hitbox set 0 hits: 11
Subaction Index: 0x74

Throw

Frame: 13

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 70 105 85 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:11-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 4 60 100 80 Normal Burn AD false true 3 4
0 1 4 60 100 80 Normal Burn AD false true 3 4
0 2 4 60 100 80 Normal Burn AD false true 3 4

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 85, kbg: 105, wdsk: 0, bkb: 70, 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: 3, trajectory: 45, 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. AsyncWait(9.0)
  4. FrameSpeedModifier { multiplier: 0.99901664, unk: 0 }
  5. AsyncWait(9.999)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 3.52, x_offset: 4.55, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 3.13, x_offset: 1.89, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 2.73, x_offset: -0.76, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  9. FrameSpeedModifier { multiplier: 0.00033333333, unk: 0 }
  10. AsyncWait(10.0)
  11. ApplyThrow { unk0: 0, bone: 64, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  12. FrameSpeedModifier { multiplier: 0.93333334, unk: 0 }
  13. AsyncWait(24.0)
  14. DeleteAllHitBoxes
  15. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

  1. AsyncWait(18.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 5.0, y_offset: 24.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, 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: true })

SFX

  1. Subroutine(0x2503c)
  2. SoundEffect1(220)
  3. AsyncWait(9.999)
  4. SoundEffect1(112)
  5. SoundEffect1(114)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.999)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 14, unk2: 0 }