P+ - Knuckles - Subaction - ThrowLw

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Stats

IASA: 60
Hitboxes active: 21-44
Hitbox set 0 hits: 21, 27, 33, 43
Subaction Index: 0x75

Throw

Frame: 44

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 80 27 40 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:21-42

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 16 0 10 Normal Burn AD false true 2 3

Frames:43-44

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 16 0 10 Normal MagicZap AD false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 40, kbg: 27, wdsk: 0, bkb: 80, effect: Normal, unk0: 0.5, 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: 361, 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. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  4. AsyncWait(29.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 4.1, x_offset: 0.0, y_offset: 2.82, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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. SyncWait(9.0)
  7. DeleteAllHitBoxes
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 4.1, x_offset: 0.0, y_offset: 2.82, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  9. SyncWait(8.0)
  10. DeleteAllHitBoxes
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 4.1, x_offset: 0.0, y_offset: 2.82, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  12. SyncWait(14.0)
  13. DeleteAllHitBoxes
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 16, size: 4.1, x_offset: 0.0, y_offset: 2.82, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  15. SyncWait(2.0)
  16. ApplyThrow { unk0: 0, bone: 82, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  17. DeleteAllHitBoxes
  18. FrameSpeedModifier { multiplier: 1.38, unk: 0 }
  19. AsyncWait(86.0)
  20. AllowInterrupts

GFX

    SFX

    1. AsyncWait(10.0)
    2. SoundEffect1(94)
    3. AsyncWait(29.0)
    4. SoundEffect1(16871)
    5. SyncWait(9.0)
    6. SoundEffect1(16871)
    7. SyncWait(8.0)
    8. SoundEffect1(16871)
    9. SyncWait(14.0)
    10. SoundEffect1(16870)
    11. SoundEffect1(16750)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }