P+ - Charizard - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 24-50
Hitbox set 0 hits: 24
Subaction Index: 0x75

Throw

Frame: 51

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
2 80 0 280 Flame Burn 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:24-50

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Rehit Rate Remain Grabbed Shieldstun Hitlag Targets
0 0 1 0 0 361 Flame Unknown(64) AD false 0.2 6 true 2 0

Scripts

Main

  1. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 280, kbg: 0, wdsk: 0, bkb: 80, effect: Aura, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: Burn, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  2. else
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 280, kbg: 0, wdsk: 0, bkb: 80, effect: Flame, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: Burn, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  3. 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 })
  4. AsyncWait(23.0)
  5. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: -10.0, y_offset: 4.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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. else
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 5.0, x_offset: -10.0, y_offset: 4.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.2, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 6, 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. AsyncWait(50.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(51.0)
  10. ApplyThrow { unk0: 0, bone: 57, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  11. FrameSpeedModifier { multiplier: 1.36365, unk: 0 }

GFX

  1. AsyncWait(20.0)
  2. loop 2 times:
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 20, bone: 33, x_offset: 2.0, y_offset: -1.0, 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 })
      2. FlashEffectOverlay { red: 0, green: 80, blue: 255, alpha: 200 }
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 4, bone: 33, x_offset: 2.0, y_offset: -1.0, 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 })
      2. FlashEffectOverlay { red: 255, green: 80, blue: 0, alpha: 200 }
    3. SetColorOfFlashEffectOverlay { transition_time: 10, red: 0, green: 0, blue: 0, alpha: 0 }
    4. SyncWait(10.0)
    5. RemoveFlashEffect
    6. SyncWait(5.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }
  2. AsyncWait(20.0)
  3. RumbleLoop { unk1: 2, unk2: 0 }
  4. AsyncWait(51.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(64.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }