PM3.02 - Charizard - Subaction - ThrowHi

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Stats

IASA: None
Hitboxes active: 69-72, 74-77, 79-82, 84-85
Hitbox set 0 hits: 69, 74, 79, 84
Subaction Index: 0x74

Throw

Frame: 85

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 100 155 60 Flame 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:69-72

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 65 85 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:74-77

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 65 85 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:79-82

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 2 65 85 80 Flame Unknown(64) AD false 0.5 true 2 1

Frames:84-85

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 1 5 55 100 60 Flame Unknown(64) AD false 0.5 true 4 2

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  2. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 60, kbg: 155, wdsk: 0, bkb: 100, 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 })
  3. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 45, 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(23.0)
  5. AsyncWait(30.0)
  6. AsyncWait(85.0)
  7. ApplyThrow { unk0: 0, bone: 57, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. AsyncWait(20.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, 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, 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. AsyncWait(68.0)
  4. loop 3 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 65, size: 12.0, x_offset: 0.0, y_offset: 8.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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: Head, 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: true, flinchless: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 0.9, randomize: None, terminate_with_animation: true })
    3. SyncWait(3.5)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  5. AsyncWait(82.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 55, size: 12.0, x_offset: 0.0, y_offset: 8.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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: true, flinchless: false })
  7. AsyncWait(85.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 58, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: -40.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, 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 })
  9. DeleteAllHitBoxes

SFX

  1. AsyncWait(22.0)
  2. SoundEffectStop(69)
  3. SoundEffect1(111)
  4. SoundEffect1(112)
  5. AsyncWait(24.0)
  6. SoundEffect1(5437)
  7. AsyncWait(35.0)
  8. SoundEffect1(112)
  9. SoundEffect1(5411)
  10. AsyncWait(43.0)
  11. SoundEffect1(112)
  12. SoundEffect1(5411)
  13. AsyncWait(41.0)
  14. SoundEffect1(112)
  15. SoundEffect1(5411)
  16. AsyncWait(74.0)
  17. SoundEffect1(5437)
  18. AsyncWait(81.0)
  19. SoundEffect1(80)
  20. AsyncWait(83.0)
  21. SoundEffectStop(111)
  22. SoundEffectStop(112)
  23. SoundEffect1(71)
  24. SoundEffect1(78)
  25. SoundEffect1(78)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(29.0)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 13, unk2: 0 }