PM3.02 - Ness - Subaction - ThrowLw

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Stats

IASA: None
Hitboxes active: 10-29
Hitbox set 0 hits: 10, 14, 18, 22, 26
Subaction Index: 0x75

Throw

Frame: 29

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 90 35 80 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.

Frames:10-29

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 1 0 100 40 Flame Unknown(64) AD false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 80, kbg: 35, wdsk: 0, bkb: 90, 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(9.0)
  4. loop 5 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.32, x_offset: -6.4, y_offset: 1.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: Pk, 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 })
    2. SyncWait(4.0)
    3. DeleteAllHitBoxes
  5. ApplyThrow { unk0: 0, bone: 66, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. FrameSpeedModifier { multiplier: 0.9091, unk: 0 }
  7. AsyncWait(51.0)

GFX

  1. AsyncWait(5.0)
  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 })
  3. AsyncWait(12.0)
  4. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 0.0, y_offset: 6.0, 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 })
    2. SyncWait(5.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(6.0)
  5. Subroutine(0x214c4)
  6. SoundEffectOther2(94)
  7. SoundEffect1(63)
  8. SoundEffect1(3650)
  9. SyncWait(10.0)
  10. SoundEffect1(3650)
  11. SyncWait(20.0)
  12. SoundEffect1(3650)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 6 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 12, unk2: 0 }
  4. AsyncWait(13.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(18.0)
  7. Rumble { unk1: 12, unk2: 0 }
  8. AsyncWait(22.0)
  9. Rumble { unk1: 12, unk2: 0 }
  10. AsyncWait(26.0)
  11. Rumble { unk1: 12, unk2: 0 }
  12. AsyncWait(32.0)
  13. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }
  14. AsyncWait(38.0)
  15. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }