P+ - R.O.B - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 19-48
Hitbox set 0 hits: 19
Subaction Index: 0x75

Throw

Frame: 49

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
1 56 213 80 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:19-48

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Rehit Rate Remain Grabbed Shieldstun Hitlag Targets
0 0 1 16 100 270 Normal MagicZap AD false 0 4 true 2 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 1, trajectory: 80, kbg: 213, wdsk: 0, bkb: 56, effect: Normal, unk0: 0.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 40, 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(18.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 7.5, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 0.0, 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: None, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 4, 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. AsyncWait(48.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(49.0)
  8. ApplyThrow { unk0: 0, bone: 162, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. FrameSpeedModifier { multiplier: 0.64706665, unk: 0 }

GFX

  1. AsyncWait(18.0)
  2. loop 6 times:
    1. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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: false })
    2. SyncWait(5.0)
  3. AsyncWait(49.0)
  4. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(17.0)
  5. SoundVoiceLow
  6. SoundEffectTransient(5962)
  7. SyncWait(30.0)
  8. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
  9. SyncWait(1.0)
  10. SoundEffect1(63)
  11. SoundEffectOther2(94)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(18.0)
  3. ScreenShake { magnitude: 0 }
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(28.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(38.0)
  8. Rumble { unk1: 16, unk2: 0 }
  9. AsyncWait(46.0)
  10. Rumble { unk1: 16, unk2: 0 }
  11. AsyncWait(49.0)
  12. ScreenShake { magnitude: 1 }
  13. AsyncWait(53.0)
  14. Rumble { unk1: 13, unk2: 0 }