PM3.6 - Bowser - Subaction - ThrowHi
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 20-51 | 
                
                    | Hitbox set 0 hits: | 20, 24, 28, 32, 36, 40, 44, 48 | 
                
                    | Subaction Index: | 0x74 | 
            
            Throw
            Frame: 51
            
                
                    
                        
                            | Dmg | BKB | KBG | Angle | Effect | Sound | Grab Target | Iframes | WDTS | 
                    
                    
                        
                            | 2 | 62 | 110 | 70 | Normal | Punch | 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:20-51
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Angle Flip | Clang | Remain Grabbed | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 1 | 0 | 100 | 70 | Slash | Unknown(24) | AD | false | true | 2 | 3 |            | 
                
             
            Scripts
            Main
            - SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 70, kbg: 110, wdsk: 0, bkb: 62, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, sfx: Punch, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
- 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 })
- AsyncWait(14.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
- AsyncWait(19.0)
- Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
- loop 8 times: - CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 7.81, x_offset: 0.0, y_offset: 19.58, z_offset: 1.56, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, 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 })
- SyncWait(4.0)
- DeleteAllHitBoxes
 
- AsyncWait(49.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
- Armor { armor_type: None, tolerance: 0.0 }
- AsyncWait(51.0)
- ApplyThrow { unk0: 0, bone: 76, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
GFX
            - AsyncWait(15.0)
- GraphicEffect(GraphicEffect { graphic: 15, 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: true })
- AsyncWait(24.0)
- GraphicEffect(GraphicEffect { graphic: 15, 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: true })
- AsyncWait(32.0)
- GraphicEffect(GraphicEffect { graphic: 15, 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: true })
- AsyncWait(40.0)
- GraphicEffect(GraphicEffect { graphic: 15, 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: true })
- AsyncWait(49.0)
- 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: true })
SFX
            - SoundEffect1(220)
- AsyncWait(3.0)
- SoundVoiceLow
- SoundEffect1(112)
- SoundEffect1(114)
- AsyncWait(51.0)
- SoundEffect1(115)
Other
            - SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(14.0)
- ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
- AsyncWait(15.0)
- SlopeContourStand { leg_bone_parent: 0 }
- AsyncWait(19.0)
- ScreenShake { magnitude: 1 }
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(23.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(27.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(31.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(35.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(39.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(43.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(47.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(49.0)
- Rumble { unk1: 14, unk2: 0 }
- AsyncWait(51.0)
- ScreenShake { magnitude: 1 }
- SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
- UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }