PM3.6 - Wario - Subaction - ThrowLw

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Stats

IASA: None
Direction Reverse Frames: 21, 23
Hitboxes active: 13-20
Hitbox set 0 hits: 13
Subaction Index: 0x75

Throw

Frame: 20

Dmg BKB KBG Angle Effect Sound Grab Target Iframes WDTS
4 55 65 50 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:13-20

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Remain Grabbed Shieldstun Hitlag Targets
0 0 6 30 100 270 Normal MagicZap AD false true 4 4

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: Throw, bone: 0, damage: 4, trajectory: 50, kbg: 65, wdsk: 0, bkb: 55, effect: Normal, unk0: -1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: false, unk5: true, i_frames: 8 })
  2. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 3, trajectory: 40, 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. FrameSpeedModifier { multiplier: 1.75, unk: 0 }
  4. AsyncWait(21.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, 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: 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 })
  7. AsyncWait(29.0)
  8. ReverseDirection
  9. ApplyThrow { unk0: 0, bone: 478, unk1: RandomAccessInt(ThrowDataParam1) unk2: RandomAccessInt(ThrowDataParam2), unk3: RandomAccessInt(ThrowDataParam3) }
  10. DeleteAllHitBoxes
  11. AsyncWait(31.0)
  12. ReverseDirection

GFX

  1. AsyncWait(20.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 400, 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. SoundVoiceLow
  6. SoundEffect1(111)
  7. SoundEffect1(112)
  8. SyncWait(4.0)
  9. SoundEffectOther1(4851)

Other

  1. AsyncWait(21.0)
  2. ScreenShake { magnitude: 2 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(51.0)
  5. SlopeContourStand { leg_bone_parent: 6 }