PM3.6 - Ganondorf - Subaction - ThrowLw

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Stats

IASA: None
Direction Reverse Frames: 19, 21
Subaction Index: 0x75

Throw

Frame: 18

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
7 75 45 80 Normal Unique AerialAndGrounded 8 true

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 7, trajectory: 80, kbg: 45, wdsk: 0, bkb: 75, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 2, 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(18.0)
  4. ReverseDirection
  5. ApplyThrow { unk0: 0, bone: 69, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  6. AsyncWait(20.0)
  7. ReverseDirection

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, 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: false })

SFX

  1. Subroutine(0x24eb8)
  2. AsyncWait(12.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)
  5. SyncWait(4.0)
  6. SoundEffectOther2(94)
  7. SoundEffect1(63)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(11.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  4. AsyncWait(12.0)
  5. ScreenShake { magnitude: 2 }
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(25.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }