PM3.02 - Diddy Kong - Subaction - ThrowLw

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Stats

IASA: 28
Direction Reverse Frames: 11, 13
Hitboxes active: 5
Hitbox set 0 hits: 5
Subaction Index: 0x75

Throw

Frame: 10

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 60 105 50 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:5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 5 90 0 100 135 Normal MagicZap AD false 0 true 4 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 50, kbg: 105, wdsk: 0, bkb: 60, 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(4.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 135, wdsk: 90, kbg: 100, shield_damage: 0, bkb: 0, size: 4.4, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, 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: Foot, 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 })
  5. AsyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(10.0)
  8. ReverseDirection
  9. ApplyThrow { unk0: 0, bone: 70, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  10. AsyncWait(12.0)
  11. ReverseDirection
  12. AsyncWait(27.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  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: 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. Subroutine(0x24758)
  2. AsyncWait(1.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. SyncWait(4.0)
  6. SoundEffectOther2(94)
  7. SoundEffect1(63)
  8. SyncWait(12.0)
  9. SoundEffect1(111)
  10. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(5.0)
  5. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(28.0)
  8. SlopeContourStand { leg_bone_parent: 6 }