Ok. I just wanted to make sure that Crazy Hand had it.
I did find something interesting, though.
Every time a character is sent flying, their "throw hitbox" is checked to be displayed and activated, even if the attack was not from a throw. But as we know, the only time the "throw hitbox" exists is after being thrown. The game knows to execute this check from a single bit within the hitbox data.
1) Extract byte 15 from hitbox data
2) Check to see if the 4th bit is high (00000008)
- If so, only activate this hitbox if the last attack was from a grab throw
- Else, activate hitbox
As seen in Popo's "Throw Hurtbox":
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 24 06 04 B0 00 00 02 AA 00 00 B4 99 00 08 0F 00 00 87
..............................................^
Formatting stolen from Magus
Remember how I said that throw hurtboxes are checked to display everytime you are launched?...Well if you change that 0x08 from above to 0x00, then check #2 will fail and the hitbox will be activated by default, even if the last attack was not a grab.
View attachment 78360
This was one of the "unknowns" from Magus' post.
Tater
Ampers