P+ - Giga Bowser - Subaction - HeavyThrowB

| 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 |

Stats

IASA: None
Direction Reverse Frames: 17
Subaction Index: 0x1d

Throw

Frame: 18

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
15 90 75 361 Normal Unique AerialAndGrounded 2 false

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 15, trajectory: 361, kbg: 75, wdsk: 0, bkb: 90, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 2, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 2 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 10, trajectory: 45, kbg: 128, wdsk: 0, bkb: 80, 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. if ((InternalConstantInt(PreviousAction) Equal scalar(288)))
    1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
    2. AsyncWait(3.0)
    3. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
    4. AsyncWait(11.0)
    5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(16.0)
  5. ReverseDirection
  6. AsyncWait(18.0)
  7. ApplyThrow { unk0: 0, bone: 73, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

    SFX

    1. SyncWait(15.0)
    2. SoundEffect1(1450)
    3. SoundEffect1(6731)
    4. SoundEffect1(55)
    5. SoundEffect1(55)
    6. SoundEffect1(115)
    7. ScreenShake { magnitude: 0 }

    Other