P+ - Sonic - Subaction - ThrowLw

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Stats

IASA: None
Partially Intangible: 9-52
Hitboxes active: 15-32
Hitbox set 0 hits: 15
Subaction Index: 0x75

Throw

Frame: 32

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
5 80 30 40 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:15-32

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Rehit Rate Remain Grabbed Shieldstun Hitlag Targets
0 0 1 0 0 10 Normal MagicZap AD false 8 true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 5, trajectory: 40, kbg: 30, wdsk: 0, bkb: 80, effect: Normal, unk0: 0.5, 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. FrameSpeedModifier { multiplier: 1.28125, unk: 0 }
  4. AsyncWait(17.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 10, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.1, x_offset: 0.0, y_offset: 2.82, 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: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 8, 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. AsyncWait(41.0)
  7. ApplyThrow { unk0: 0, bone: 82, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  8. DeleteAllHitBoxes
  9. FrameSpeedModifier { multiplier: 1.4048834, unk: 0 }

GFX

  1. Subroutine(0x9e28)
  2. AsyncWait(15.0)
  3. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 1, bone: 81, 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 })
    2. GraphicEffect(GraphicEffect { graphic: 9, 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: 0.75, 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 })
    3. SyncWait(10.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 1, bone: 81, 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 })

SFX

  1. SoundEffect1(112)
  2. SoundEffect1(114)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }
  2. AsyncWait(8.0)
  3. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  4. AsyncWait(10.0)
  5. Subroutine(0x2430)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(15.0)
  8. ScreenShake { magnitude: 0 }
  9. Rumble { unk1: 17, unk2: 0 }
  10. AsyncWait(16.0)
  11. SoundVoiceLow
  12. SoundEffect1(6482)
  13. AsyncWait(20.0)
  14. Rumble { unk1: 17, unk2: 0 }
  15. AsyncWait(25.0)
  16. Rumble { unk1: 17, unk2: 0 }
  17. ScreenShake { magnitude: 0 }
  18. AsyncWait(29.0)
  19. Rumble { unk1: 17, unk2: 0 }
  20. AsyncWait(33.0)
  21. Rumble { unk1: 17, unk2: 0 }
  22. AsyncWait(37.0)
  23. ScreenShake { magnitude: 1 }
  24. Rumble { unk1: 17, unk2: 0 }
  25. AsyncWait(40.0)
  26. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }
  27. AsyncWait(50.0)
  28. Subroutine(0x24c8)
  29. AsyncWait(50.0)
  30. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  31. AsyncWait(59.0)
  32. SlopeContourStand { leg_bone_parent: 6 }
  33. AsyncWait(61.0)
  34. NormalizePhysics