P+ - Meta Knight - Subaction - ThrowB

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Stats

IASA: None
Direction Reverse Frames: 16
Hitboxes active: 16
Hitbox set 0 hits: 16
Subaction Index: 0x72

Throw

Frame: 16

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 60 140 45 Normal 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.

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 7 10 100 361 Slash Unknown(24) AD false true 5 5
0 1 7 10 100 361 Slash Unknown(24) AD false true 5 5

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 45, kbg: 140, 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 })
  2. 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 })
  3. AsyncWait(3.0)
  4. UnknownEvent { namespace: 0x8, code: 0x9, unk1: 0x0, arguments: [Value(3), Bool(true)] }
  5. AsyncWait(12.0)
  6. UnknownEvent { namespace: 0x8, code: 0x9, unk1: 0x0, arguments: [Value(3), Bool(false)] }
  7. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  8. AsyncWait(14.175)
  9. ReverseDirection
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 5.5, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, 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 })
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.0, x_offset: 0.0, y_offset: 5.5, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, 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. AsyncWait(16.0)
  13. ApplyThrow { unk0: 0, bone: 74, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  14. DeleteAllHitBoxes

GFX

  1. AsyncWait(13.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 19, 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: None, terminate_with_animation: true })
  3. Subroutine(0xf6a8)
  4. AsyncWait(21.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. SoundEffect1(220)
  2. AsyncWait(13.0)
  3. Subroutine(0x2a870)
  4. SoundEffect1(785)

Other

  1. ModelChanger { reference: 1, switch_index: 2, bone_group_index: 0 }
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 22, bone: 5, x_offset: 0.0, 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 })
  3. AsyncWait(4.0)
  4. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(false)] }
  5. AsyncWait(11.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 23, graphic: 23, bone: 5, x_offset: 0.0, 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 })
  7. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  8. Rumble { unk1: 14, unk2: 0 }
  9. AsyncWait(14.0)
  10. ScreenShake { magnitude: 1 }
  11. AsyncWait(20.0)
  12. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 4 }