P+ - Wolf - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 16
Hitbox set 0 hits: 16
Subaction Index: 0x74

Throw

Frame: 16

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
2 70 110 77 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.

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 5 50 100 55 Slash Unknown(24) AD false 1 true 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.6666833, unk: 0 }
  2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 77, kbg: 110, 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 })
  3. 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 })
  4. AsyncWait(25.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 11.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, 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: false, flinchless: false })
  7. AsyncWait(26.0)
  8. ApplyThrow { unk0: 0, bone: 72, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. DeleteAllHitBoxes
  10. FrameSpeedModifier { multiplier: 1.1154, unk: 0 }

GFX

  1. AsyncWait(29.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 72, 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. Subroutine(0x2663c)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(13.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 1 }
  4. AsyncWait(25.0)
  5. Rumble { unk1: 14, unk2: 0 }
  6. ScreenShake { magnitude: 1 }
  7. AsyncWait(35.0)
  8. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 1 }
  9. AsyncWait(38.0)
  10. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 1 }