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

  1. 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 })
  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. AsyncWait(14.0)
  4. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  5. AsyncWait(19.0)
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  7. loop 8 times:
    1. 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 })
    2. SyncWait(4.0)
    3. DeleteAllHitBoxes
  8. AsyncWait(49.0)
  9. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  10. Armor { armor_type: None, tolerance: 0.0 }
  11. AsyncWait(51.0)
  12. ApplyThrow { unk0: 0, bone: 76, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }

GFX

  1. AsyncWait(15.0)
  2. 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 })
  3. AsyncWait(24.0)
  4. 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 })
  5. AsyncWait(32.0)
  6. 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 })
  7. AsyncWait(40.0)
  8. 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 })
  9. AsyncWait(49.0)
  10. 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

  1. SoundEffect1(220)
  2. AsyncWait(3.0)
  3. SoundVoiceLow
  4. SoundEffect1(112)
  5. SoundEffect1(114)
  6. AsyncWait(51.0)
  7. SoundEffect1(115)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(14.0)
  3. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  4. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  5. AsyncWait(15.0)
  6. SlopeContourStand { leg_bone_parent: 0 }
  7. AsyncWait(19.0)
  8. ScreenShake { magnitude: 1 }
  9. Rumble { unk1: 16, unk2: 0 }
  10. AsyncWait(23.0)
  11. Rumble { unk1: 16, unk2: 0 }
  12. AsyncWait(27.0)
  13. Rumble { unk1: 16, unk2: 0 }
  14. AsyncWait(31.0)
  15. Rumble { unk1: 16, unk2: 0 }
  16. AsyncWait(35.0)
  17. Rumble { unk1: 16, unk2: 0 }
  18. AsyncWait(39.0)
  19. Rumble { unk1: 16, unk2: 0 }
  20. AsyncWait(43.0)
  21. Rumble { unk1: 16, unk2: 0 }
  22. AsyncWait(47.0)
  23. Rumble { unk1: 16, unk2: 0 }
  24. AsyncWait(49.0)
  25. Rumble { unk1: 14, unk2: 0 }
  26. AsyncWait(51.0)
  27. ScreenShake { magnitude: 1 }
  28. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
  29. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }