PM3.02 - Link - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 22
Hitbox set 0 hits: 22
Subaction Index: 0x75

Throw

Frame: 22

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 72 50 90 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.

Frame:22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 2 120 0 0 361 Normal MagicZap AD false 1 true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 90, kbg: 50, wdsk: 0, bkb: 72, 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 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 45, kbg: 100, wdsk: 0, bkb: 40, 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(20.175)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 120, kbg: 0, shield_damage: 1, bkb: 0, size: 3.52, x_offset: 0.0, y_offset: 2.86, z_offset: -7.01, 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: Elbow, 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(22.0)
  6. ApplyThrow { unk0: 0, bone: 79, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. DeleteAllHitBoxes
  8. AsyncWait(49.0)

GFX

  1. AsyncWait(20.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, 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. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(5.0)
  5. SoundEffectOther2(94)
  6. SoundEffect1(63)
  7. SyncWait(11.0)
  8. SoundEffect1(111)
  9. SoundEffect1(112)
  10. SoundVoiceLow

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(21.0)
  4. ScreenShake { magnitude: 1 }
  5. Rumble { unk1: 14, unk2: 0 }
  6. AsyncWait(45.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }
  8. AsyncWait(56.0)
  9. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }