PM3.6 - Bowser - Subaction - SpecialSThrowLwAir

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |

Stats

IASA: None
Hitboxes active: 17-18
Hitbox set 0 hits: 17
Subaction Index: 0x1b

Throw

Frame: 15

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
0 10 0 0 Normal Unique AerialAndGrounded 2 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:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 40 66 290 Normal Kick 8 7

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 0, trajectory: 0, kbg: 0, wdsk: 0, bkb: 10, effect: Normal, unk0: -0.9984, unk1: 0.0, unk2: 1.0, unk3: 2, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 2 })
  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. DisableMovement(DisableVertical)
  4. AsyncWait(15.0)
  5. ApplyThrow { unk0: 0, bone: 76, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. DisableMovement2(DisableVertical)
  7. SyncWait(1.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 290, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(31.0)
  12. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
  13. AsyncWait(50.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 40, 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 })
  3. AsyncWait(15.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 1, bone: 40, 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: 0.8, 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: false })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 100, bone: 40, 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: 0.25, 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: false })

SFX

  1. SoundEffectStop(3845)
  2. AsyncWait(14.0)
  3. SoundEffect1(3754)
  4. AsyncWait(15.0)
  5. SoundEffect1(55)
  6. SoundEffect1(3751)

Other

  1. AsyncWait(15.0)
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 15, unk2: 0 }