P+ - Samus - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 13-24
Hitbox set 0 hits: 13, 15, 17, 19, 21, 23
Subaction Index: 0x74

Throw

Frame: 30

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 80 80 90 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.

Frames:13-24

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 1 10 100 80 Electric Unknown(56) AD false 0 0 true 2 0

Scripts

Main

  1. GenerateArticle { article_id: 7, subaction_only: true }
  2. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(7), Value(8)] }
  3. UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(7), Variable(Variable { memory_type: RandomAccess, data_type: Float, address: 4 })] }
  4. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 90, kbg: 80, wdsk: 0, bkb: 80, 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 })
  5. 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 })
  6. AsyncWait(12.0)
  7. loop 6 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, 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: true, flinchless: false })
    2. SyncWait(1.0)
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
  8. AsyncWait(30.0)
  9. ApplyThrow { unk0: 0, bone: 47, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 15, 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: 0.8, 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. loop 6 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 47, 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: 4.0, random_y_offset: 4.0, random_z_offset: 4.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    2. SyncWait(4.0)
  3. AsyncWait(31.0)
  4. GraphicEffect(GraphicEffect { graphic: 11, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 47, 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(15.0)
  5. SoundEffect1(2842)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(12.0)
  3. RumbleLoop { unk1: 2, unk2: 20 }
  4. AsyncWait(30.0)
  5. ScreenShake { magnitude: 1 }