PM3.6 - Sheik - Subaction - ThrowB

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Stats

IASA: 33
Direction Reverse Frames: 16, 18
Hitboxes active: 15
Hitbox set 0 hits: 15
Subaction Index: 0x72

Throw

Frame: 15

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
2 70 75 62 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:15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Remain Grabbed Shieldstun Hitlag Targets
0 0 6 80 0 0 361 Normal MagicZap AD false 0 1 true 4 0
0 1 6 80 0 0 361 Normal MagicZap AD false 0 1 true 4 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 2, trajectory: 62, kbg: 75, wdsk: 0, bkb: 70, 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: 2, 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(14.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 80, kbg: 0, shield_damage: 1, bkb: 0, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 80, kbg: 0, shield_damage: 1, bkb: 0, size: 4.69, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  6. AsyncWait(15.0)
  7. FrameSpeedModifier { multiplier: 1.4118, unk: 0 }
  8. ReverseDirection
  9. ApplyThrow { unk0: 0, bone: 62, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  10. DeleteAllHitBoxes
  11. AsyncWait(17.0)
  12. ReverseDirection
  13. AsyncWait(39.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(19.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 62, 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: 1.5, randomize: Some(ExternalGraphicEffectRandomize { 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. Subroutine(0x21ac4)
  2. AsyncWait(4.0)
  3. SoundEffect1(112)
  4. SoundEffect1(114)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(14.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. ScreenShake { magnitude: 1 }
  5. AsyncWait(37.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }