PM3.02 - Zero Suit Samus - Subaction - ThrowF

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Stats

IASA: 23
Hitboxes active: 7
Hitbox set 0 hits: 7
Subaction Index: 0x73

Throw

Frame: 7

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
7 63 50 40 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.

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 2 30 130 361 Electric Unknown(56) AD false true 2 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 7, trajectory: 40, kbg: 50, wdsk: 0, bkb: 63, 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: 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. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(0), Value(13)] }
  4. GenerateArticle { article_id: 2, subaction_only: true }
  5. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(11)] }
  6. AsyncWait(6.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 45, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 30, size: 4.0, x_offset: -3.0, y_offset: 0.0, z_offset: -1.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, 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 })
  8. AsyncWait(7.0)
  9. ApplyThrow { unk0: 0, bone: 66, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  10. DeleteAllHitBoxes
  11. AsyncWait(22.0)
  12. ArticleRemove(2)
  13. AllowInterrupts

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(112)
    3. SoundEffect1(114)
    4. SoundVoiceLow

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(6.0)
    3. ScreenShake { magnitude: 1 }
    4. Rumble { unk1: 13, unk2: 6 }