PM3.02 - Ganondorf - Subaction - ThrowB

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Stats

IASA: None
Direction Reverse Frames: 7
Hitboxes active: 12
Hitbox set 0 hits: 12
Subaction Index: 0x72

Throw

Frame: 12

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 35 130 45 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:12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang SDI Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 5 70 100 70 Normal MagicZap AD false 2 true 4 4
0 1 5 70 100 70 Normal MagicZap AD false 2 true 4 4
0 2 5 70 100 70 Normal MagicZap AD false 2 true 4 4

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 45, kbg: 130, wdsk: 0, bkb: 35, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. 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 })
  3. AsyncWait(6.0)
  4. ReverseDirection
  5. AsyncWait(11.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 3.91, x_offset: 0.0, y_offset: 6.33, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 3.52, x_offset: 0.0, y_offset: 3.38, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 70, size: 2.73, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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: false, flinchless: false })
  9. AsyncWait(12.0)
  10. ApplyThrow { unk0: 0, bone: 69, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  11. DeleteAllHitBoxes
  12. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  13. AsyncWait(27.0)
  14. FrameSpeedModifier { multiplier: 10.0, unk: 0 }
  15. AsyncWait(37.0)
  16. FrameSpeedModifier { multiplier: 2.0, unk: 0 }

GFX

  1. AsyncWait(20.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 69, 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. Subroutine(0x24eb8)
  2. AsyncWait(1.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. SyncWait(8.0)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(12.0)
  3. ScreenShake { magnitude: 1 }
  4. Rumble { unk1: 14, unk2: 0 }
  5. AsyncWait(27.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }