P+ - Lucario - Subaction - SmashThrowAirLw_1

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Stats

IASA: None
Hitboxes active: 34
Hitbox set 0 hits: 34
Subaction Index: 0x1d8

Throw

Frame: 34

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 10 212 280 Aura Aura 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.

Frame:34

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 10 40 60 80 Aura Unknown(176) AD false 0.5 true 6 3

Scripts

Main

  1. SoundEffectVictory(5821)
  2. DisableMovement(DisableVertical)
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. SetVelocity { x_vel: 0.0, y_vel: -0.1 }
  5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. SyncWait(1.0)
  8. DisableMovement(Enable)
  9. AsyncWait(33.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 80, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Unknown(176), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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 })
  11. if (BoolIsTrue RandomAccessBool(Shorthop))
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 5, trajectory: 300, kbg: 183, wdsk: 0, bkb: 10, effect: Aura, unk0: -1.0, unk1: 1.0, unk2: 0.0, unk3: 2, sfx: Aura, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  12. else
    1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 280, kbg: 212, wdsk: 0, bkb: 10, effect: Aura, unk0: -1.0, unk1: 1.0, unk2: 0.0, unk3: 2, sfx: Aura, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
    2. BoolVariableSetTrue { variable: RandomAccessBool(Shorthop) }
  13. 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 })
  14. AsyncWait(34.0)
  15. DeleteAllHitBoxes
  16. ApplyThrow { unk0: 0, bone: 55, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  17. SoundEffectVictory(5820)
  18. AsyncWait(38.0)
  19. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  20. AsyncWait(60.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 52, bone: 31, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 2.0, z_rotation: 0.0, scale: 0.6, 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 })
  2. AsyncWait(32.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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: 0.9, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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: 0.9, randomize: None, terminate_with_animation: true })
  5. AsyncWait(33.0)
  6. if (not(BoolIsTrue RandomAccessBool(Shorthop)))
    1. Subroutine(0x23c58)
    2. Subroutine(NONE Main 0x29b40)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 11, bone: 0, x_offset: 2.0, 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 })
  8. GraphicEffect(GraphicEffect { graphic: 33, 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, 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 })
  9. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 240 }
  10. SyncWait(2.0)
  11. FlashEffectOverlay { red: 128, green: 240, blue: 255, alpha: 200 }
  12. SyncWait(1.0)
  13. SetColorOfFlashEffectOverlay { transition_time: 5, red: 0, green: 0, blue: 255, alpha: 0 }
  14. SyncWait(5.0)
  15. RemoveFlashEffect

SFX

  1. loop 32 times:
    1. if (ButtonHeld value(0))
      1. IfStatementAnd (not(ButtonPress value(15)))
      2. IfStatementAnd (not(BoolIsTrue RandomAccessBool(Shorthop)))
      3. IfStatementAnd ((LongtermAccessFloat (0x1b) GreaterThanOrEqual scalar(60)))
      4. FlashEffectOverlay { red: 136, green: 247, blue: 255, alpha: 150 }
      5. FloatVariableSubtract { variable: LongtermAccessFloat (0x1b), value: 60 }
      6. Subroutine(NONE Main 0x29b40)
      7. BoolVariableSetTrue { variable: RandomAccessBool(Shorthop) }
      8. Subroutine(0x24d08)
      9. SyncWait(4.0)
      10. FlashEffectOverlay { red: 0, green: 0, blue: 0, alpha: 0 }
      11. if (ButtonNotPressed value(8))
        1. SoundEffectVictory(2315)
      12. else
        1. SyncWait(8.0)
        2. SoundEffectVictory(2317)
        3. SoundEffectVictory(2317)
    2. SyncWait(1.0)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 0 }
  3. AsyncWait(34.0)
  4. Rumble { unk1: 15, unk2: 0 }
  5. AsyncWait(40.0)
  6. ItemVisibility(true)