P+ - Mewtwo - Subaction - ThrowF

| 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 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 |

Stats

IASA: None
Hitboxes active: 33-34, 40-41, 47-48, 54-55, 61-62
Hitbox set 0 hits: 33, 40, 47, 54, 61
Subaction Index: 0x73

Throw

Frame: 70

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
8 70 80 45 Darkness 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.

Frames:33-34

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 104 72 None MagicZap AD false 0.667 true 2 2

Frames:40-41

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 104 72 None MagicZap AD false 0.667 true 2 2

Frames:47-48

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 104 72 None MagicZap AD false 0.667 true 2 2

Frames:54-55

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 104 72 None MagicZap AD false 0.667 true 2 2

Frames:61-62

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 40 104 72 None MagicZap AD false 0.667 true 2 2

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 8, trajectory: 45, kbg: 80, wdsk: 0, bkb: 70, effect: Darkness, 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: 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. AsyncWait(32.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 40, size: 3.922, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.667, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(39.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 40, size: 3.922, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.667, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(46.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 40, size: 3.922, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.667, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(53.0)
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 40, size: 3.922, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.667, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  17. SyncWait(2.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(60.0)
  20. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 40, size: 3.922, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.667, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  21. SyncWait(2.0)
  22. DeleteAllHitBoxes
  23. AsyncWait(70.0)
  24. ApplyThrow { unk0: 0, bone: 70, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  25. AsyncWait(120.0)

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 55, 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: 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 })
  3. AsyncWait(31.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 39, graphic: 7, bone: 70, 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: 1.75, randomize: None, terminate_with_animation: true })
  5. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 81, bone: 70, 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: 0.25, randomize: None, terminate_with_animation: true })
    2. SyncWait(7.0)
  6. AsyncWait(70.0)
  7. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2555911), Bool(true), Bool(true)] }
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 39, graphic: 4, bone: 70, 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: 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: false })

SFX

  1. SoundEffect1(220)
  2. AsyncWait(12.0)
  3. SoundEffect1(16432)
  4. SoundVoiceLow
  5. AsyncWait(70.0)
  6. SoundEffect1(80)
  7. SoundEffect1(112)
  8. SoundEffect1(114)
  9. SoundEffect1(16526)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. RumbleLoop { unk1: 13, unk2: 60 }
  3. AsyncWait(70.0)
  4. ScreenShake { magnitude: 1 }