PM3.02 - Lucas - Subaction - ThrowHi

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Stats

IASA: 64
Hitboxes active: 9-10, 17-18, 25-26, 33-34
Hitbox set 0 hits: 9, 17, 25, 33
Subaction Index: 0x74

Throw

Frame: 40

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
8 75 120 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.

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 0 0 90 None Unknown(64) AD false 0.3 0 2 0

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 0 0 90 None Unknown(64) AD false 0.3 0 2 0

Frames:25-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 0 0 90 None Unknown(64) AD false 0.3 0 2 0

Frames:33-34

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 0 0 90 None Unknown(64) AD false 0.3 0 2 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 8, trajectory: 90, kbg: 120, wdsk: 0, bkb: 75, 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: 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(8.0)
  4. loop 4 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 64, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.3, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, 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: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(6.0)
  5. AsyncWait(39.0)
  6. ApplyThrow { unk0: 0, bone: 64, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. AsyncWait(63.0)
  8. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 0.0, y_offset: 19.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
  2. AsyncWait(3.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, 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: 0.75, 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 })
  4. AsyncWait(6.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 64, 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 })
  6. AsyncWait(9.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 132, bone: 1, x_offset: 0.0, y_offset: 19.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.24, randomize: None, terminate_with_animation: true })
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 0.0, y_offset: 19.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, 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. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 4, bone: 64, 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: 0.23, randomize: None, terminate_with_animation: true })
    2. SyncWait(6.0)
  10. AsyncWait(35.0)
  11. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(132), Bool(false), Bool(false)] }
  12. SyncWait(1.0)
  13. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 4, bone: 64, 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: 0.25998333, randomize: None, terminate_with_animation: true })
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 0, x_offset: 0.0, y_offset: 19.3, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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. SoundEffect1(7917)
  2. AsyncWait(1.0)
  3. SyncWait(38.0)
  4. SoundEffect1(5131)
  5. SoundEffect1(112)
  6. SoundVoiceLow

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(22.0)
  5. SlopeContourStand { leg_bone_parent: 0 }
  6. AsyncWait(38.0)
  7. ScreenShake { magnitude: 1 }
  8. AsyncWait(40.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }