P+ - Peach - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 20-24
Hitbox set 0 hits: 20
Subaction Index: 0x74

Throw

Frame: 24

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
6 70 56 88 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:20-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 2 20 0 100 80 Normal Unknown(128) AD false true 2 3

Scripts

Main

  1. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(40)))
    2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 88, kbg: 56, wdsk: 0, bkb: 70, 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. else
    1. if ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 88, kbg: 56, wdsk: 0, bkb: 70, effect: Flame, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
    2. else
      1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 6, trajectory: 88, kbg: 56, 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 })
  3. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 361, kbg: 100, wdsk: 0, bkb: 40, 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 })
  4. AsyncWait(19.0)
  5. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(40)))
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 92, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  6. else
    1. if ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 92, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
    2. else
      1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 92, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 1, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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 })
  7. AsyncWait(24.0)
  8. ApplyThrow { unk0: 0, bone: 105, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. DeleteAllHitBoxes
  10. FrameSpeedModifier { multiplier: 1.1200167, unk: 0 }
  11. AsyncWait(49.0)

GFX

  1. AsyncWait(18.0)
  2. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(40)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 13, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 25.0, 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(27.0)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 105, 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: 1.5, 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. else
    1. if ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      1. Subroutine(0x24034)
    2. else
      1. GraphicEffect(GraphicEffect { graphic: 127, bone: 0, x_offset: 0.0, y_offset: 24.75, 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 })
      2. GraphicEffect(GraphicEffect { graphic: 97, bone: 0, x_offset: 0.0, y_offset: 24.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.6, 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. GraphicEffect(GraphicEffect { graphic: 82, bone: 0, x_offset: 0.0, y_offset: 24.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.7, 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 })
      4. loop 4 times:
        1. GraphicEffect(GraphicEffect { graphic: 97, bone: 0, x_offset: 0.0, y_offset: 24.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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. GraphicEffect(GraphicEffect { graphic: 106, bone: 0, x_offset: 0.0, y_offset: 24.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, 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. SyncWait(4.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(16.0)
  5. SoundEffect1(111)
  6. SoundEffect1(112)
  7. AsyncWait(19.0)
  8. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(40)))
    2. SoundEffect1(3876)
  9. else
    1. if ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      1. SoundEffect1(169)
    2. else
      1. SoundEffect1(80)
      2. SoundEffect1(115)
      3. AsyncWait(27.0)
      4. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(127), Bool(true), Bool(true)] }
      5. AsyncWait(29.0)
      6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 105, 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: 1.5, 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 })

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(17.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(19.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(32.0)
  8. SlopeContourStand { leg_bone_parent: 6 }