PM3.6 - Fox - Subaction - ThrowF

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Stats

IASA: None
Hitboxes active: 10
Hitbox set 0 hits: 10
Subaction Index: 0x73

Throw

Frame: 10

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
3 35 130 45 Normal 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:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 4 140 10 100 55 Normal Burn AD false 1 true 3 4

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 3, trajectory: 45, kbg: 130, wdsk: 0, bkb: 35, 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 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 45, 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. AsyncWait(9.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 55, wdsk: 140, kbg: 100, shield_damage: 1, bkb: 10, size: 4.69, 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: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Elbow, 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 })
  5. AsyncWait(10.0)
  6. ApplyThrow { unk0: 0, bone: 67, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  7. DeleteAllHitBoxes

GFX

    SFX

    1. AsyncWait(8.0)
    2. SoundEffect1(112)
    3. SoundEffect1(114)
    4. SoundVoiceLow
    5. SyncWait(2.0)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(9.0)
    3. Rumble { unk1: 13, unk2: 0 }
    4. ScreenShake { magnitude: 1 }
    5. AsyncWait(11.0)