PM3.02 - Zelda - Subaction - ThrowLw

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Stats

IASA: 68
Direction Reverse Frames: 51, 53
Hitboxes active: 25-26, 31-32, 37-38, 43-44
Hitbox set 0 hits: 25, 31, 37, 43
Subaction Index: 0x75

Throw

Frame: 50

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 80 36 60 Electric 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:25-26

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 3 80 100 361 Electric Unknown(128) AD false 0 true 3 0

Frames:31-32

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 3 80 100 361 Electric Unknown(128) AD false 0 true 3 0

Frames:37-38

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 3 80 100 361 Electric Unknown(128) AD false 0 true 3 0

Frames:43-44

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Remain Grabbed Shieldstun Hitlag Targets
0 0 3 80 100 361 Electric Unknown(128) AD false 0 true 3 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 60, kbg: 36, wdsk: 0, bkb: 80, effect: Electric, 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: 361, 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(24.0)
  4. loop 4 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 5.86, 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: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, 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 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(4.0)
  5. AsyncWait(50.0)
  6. ReverseDirection
  7. ApplyThrow { unk0: 0, bone: 103, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  8. AsyncWait(52.0)
  9. ReverseDirection
  10. AsyncWait(67.0)
  11. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 99, x_offset: -0.5, y_offset: 0.25, z_offset: 1.25, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.55, randomize: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.55, randomize: None, terminate_with_animation: true })
  3. AsyncWait(24.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 99, x_offset: -0.5, y_offset: 0.25, z_offset: 1.25, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.55, randomize: None, terminate_with_animation: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 4, bone: 69, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.55, randomize: None, terminate_with_animation: true })
  6. loop 3 times:
    1. FlashEffectLight { red: 144, green: 112, blue: 255, alpha: 192, light_source_x: 75.1, light_source_y: -240.0 }
    2. SetColorOfFlashEffectLight { transition_time: 6, red: 200, green: 96, blue: 232, alpha: 40 }
    3. SyncWait(6.0)
  7. FlashEffectLight { red: 144, green: 112, blue: 255, alpha: 192, light_source_x: 75.1, light_source_y: -240.0 }
  8. SetColorOfFlashEffectLight { transition_time: 16, red: 200, green: 96, blue: 232, alpha: 0 }
  9. AsyncWait(49.0)
  10. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 63, 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 })
  12. SoundEffect1(3963)
  13. AsyncWait(52.0)
  14. RemoveFlashEffect

SFX

  1. AsyncWait(5.0)
  2. SoundEffectOther2(94)
  3. SoundEffect1(63)
  4. SyncWait(1.0)
  5. Goto(0x20500)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  4. AsyncWait(10.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(24.0)
  7. Rumble { unk1: 16, unk2: 0 }
  8. AsyncWait(36.0)
  9. Rumble { unk1: 16, unk2: 0 }
  10. AsyncWait(42.0)
  11. Rumble { unk1: 16, unk2: 0 }
  12. AsyncWait(50.0)
  13. ScreenShake { magnitude: 2 }
  14. Rumble { unk1: 13, unk2: 0 }
  15. AsyncWait(55.0)
  16. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }