P+ - Charizard - Subaction - ThrowHi

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 |

Stats

IASA: None
Hitboxes active: 69-72, 74-77, 79-82, 84-111
Hitbox set 0 hits: 69, 74, 79, 84
Subaction Index: 0x74

Throw

Frame: 85

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 99 155 60 Flame 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:69-72

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 0 0 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:74-77

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 0 0 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:79-82

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 0 0 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:84-110

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 5 55 100 60 Flame Unknown(64) AD false 0.5 true 4 2

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  2. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 60, kbg: 155, wdsk: 0, bkb: 99, effect: Aura, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  3. else
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 60, kbg: 155, wdsk: 0, bkb: 99, effect: Flame, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  4. 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 })
  5. AsyncWait(68.0)
  6. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. loop 3 times:
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 12.0, x_offset: 0.0, y_offset: 3.5, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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: true, flinchless: false })
      2. SyncWait(3.5)
      3. DeleteAllHitBoxes
      4. SyncWait(1.0)
    2. AsyncWait(82.0)
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 12.0, x_offset: 0.0, y_offset: 8.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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: true, flinchless: false })
  7. else
    1. loop 3 times:
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 12.0, x_offset: 0.0, y_offset: 3.5, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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: true, flinchless: false })
      2. SyncWait(3.5)
      3. DeleteAllHitBoxes
      4. SyncWait(1.0)
    2. AsyncWait(82.0)
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 12.0, x_offset: 0.0, y_offset: 8.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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: true, flinchless: false })
  8. AsyncWait(85.0)
  9. ApplyThrow { unk0: 0, bone: 57, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. AsyncWait(20.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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, 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 })
  3. AsyncWait(68.0)
  4. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. loop 3 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 22, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 0.9, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 48, bone: -2, 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: None, terminate_with_animation: true })
      3. SyncWait(4.5)
    2. AsyncWait(83.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 23, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: -40.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, 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: true })
  5. else
    1. loop 3 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 0.9, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: -2, 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: None, terminate_with_animation: true })
      3. SyncWait(4.5)
    2. AsyncWait(83.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 58, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: -40.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, 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: true })

SFX

  1. AsyncWait(22.0)
  2. SoundEffectStop(69)
  3. SoundEffect1(111)
  4. SoundEffect1(112)
  5. AsyncWait(24.0)
  6. SoundEffect1(5437)
  7. AsyncWait(35.0)
  8. SoundEffect1(112)
  9. SoundEffect1(5411)
  10. AsyncWait(43.0)
  11. SoundEffect1(112)
  12. SoundEffect1(5411)
  13. AsyncWait(41.0)
  14. SoundEffect1(112)
  15. SoundEffect1(5411)
  16. AsyncWait(74.0)
  17. SoundEffect1(5437)
  18. AsyncWait(81.0)
  19. SoundEffect1(80)
  20. AsyncWait(83.0)
  21. SoundEffectStop(111)
  22. SoundEffectStop(112)
  23. SoundEffect1(71)
  24. SoundEffect1(78)
  25. SoundEffect1(78)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(83.0)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 13, unk2: 0 }