PM3.6 - Peach - Subaction - ThrowLw

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Stats

IASA: None
Direction Reverse Frames: 43, 45
Hitboxes active: 33-42
Hitbox set 0 hits: 33
Subaction Index: 0x75

Throw

Frame: 42

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
7 60 30 72 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.

Frames:33-42

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 0 20 0 100 270 Normal MagicZap AD false true 1 3

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 7, trajectory: 72, kbg: 30, wdsk: 0, bkb: 60, effect: Normal, unk0: -1.0, 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: 361, 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(32.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 270, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, 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: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, clang: false, unk5: true, 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(42.0)
  6. DeleteAllHitBoxes
  7. ReverseDirection
  8. ApplyThrow { unk0: 0, bone: 105, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  9. AsyncWait(44.0)
  10. ReverseDirection

GFX

  1. AsyncWait(32.0)
  2. 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(112)
  3. SoundEffect1(114)
  4. SyncWait(16.0)
  5. SoundEffect1(111)
  6. SoundEffect1(112)
  7. SyncWait(15.0)
  8. SoundEffectOther2(94)
  9. SoundEffect1(63)
  10. SoundEffect1(111)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  4. AsyncWait(32.0)
  5. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  6. ScreenShake { magnitude: 1 }
  7. Rumble { unk1: 19, unk2: 0 }
  8. AsyncWait(42.0)
  9. ScreenShake { magnitude: 1 }
  10. AsyncWait(50.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }