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  1. changelist_09.01.2012.txt
  2.  
  3. Main.dol changes in SDR:
  4.  
  5. 1.00 NTSC-U version (Bowser can Flame Cancel; hits staled to under 1% damage are not affected by SDI)
  6.  
  7. - C-Stick now registers as Smash Attacks for Single-Player Mode
  8. - Game Settings preset to 4 Stock, 8-Minute Timer, Team Attack 'on'
  9. - Access Debug Mode by selecting 'Tournament Mode'
  10. - Taunts can now cancel from teetering animations
  11.  
  12. Credits to: Magus420, Zauron, donny2112, InternetExplorer
  13.  
  14. Stage Changes:
  15. - Pokemon Stadium no longer transforms from initial stage
  16. - Green Greens no longer spawns blocks, apples, or wind; new stage by Milun
  17. - Yoshi's Story N64 now a legal stage; new stage by Milun
  18.  
  19. Credits to: Zauron, Milun
  20.  
  21. ---------------------------
  22.  
  23. -List of "reworked" characters
  24.  
  25. Marth
  26. Sheik
  27. ----
  28. Captain Falcon
  29. Donkey Kong
  30. Kirby
  31. Bowser
  32. Mr. Game & Watch [GnW]
  33. Link
  34. Luigi
  35. Mario
  36. Mewtwo
  37. Ness
  38. Pikachu
  39. Samus
  40. Yoshi
  41. Zelda
  42. Young Link
  43. Dr. Mario
  44. Ganondorf
  45. Roy
  46. Pichu
  47.  
  48. ---------------------------
  49. Marth - (1.00 .dat)
  50.  
  51. shield break shield damage 38 -> 45
  52.  
  53. up-air hitbox removal timer 9 -> 10 [549B]
  54.  
  55. invincibilty on up-b frames 4 AND 5 instead of just 5
  56. ---------------------------
  57. Sheik (NTSC-U version)
  58.  
  59. ThrowLw - TEST THIS THOROUGHLY! Dthrow growth changed but keeps NTSC send angle
  60.  
  61. - Should nerf all CGs on previous CGable characters
  62. - should allow for F-air follow-up from mid percents up to ~100%
  63.  
  64. BKB 70
  65. KBG 50 -> 100
  66.  
  67. ---------------------------
  68. Captain Falcon (PAL .dat)
  69.  
  70. Gentleman works like PAL version: input A 3 times for a gentleman, 4 times for rapid jabs
  71.  
  72. AttackAirF: Flub hitboxes reverted to NTSC-U version
  73.  
  74. DMG 3 -> 6
  75. BKB 30 -> 35
  76.  
  77. SpecialAirS (Hit): no longer falls into SpecialFall, can UpB afterward
  78.  
  79. Landing lag reduced: 40 -> 30 [3934]
  80.  
  81. SpecialHi: reworked to be a slightly stronger recovery move
  82.  
  83. Up-B starts 2 frames earlier: Asynch frame 13 -> 11 [3D83]
  84.  
  85. Two grab boxes always out for duration of recovery: [3DD8-3DDB] 3C 00 00 01 command dummied
  86.  
  87. Hitbox1: X-offset nerfed: 3413 -> 2800, can now grab airborne foes
  88.  
  89. 3E0F: Grab box removal Asynch frame 30 -> 33 (lasts up to entire flashing graphic effect)
  90.  
  91. SpecialHiCatch:
  92.  
  93. 3E3B - damage of catch box reduced from 5 ->
  94.  
  95. SpecialHiThrow: knockback and damage increased on "YES!" (3E5c)
  96.  
  97. DMG 12 ->
  98. BKB 40 ->
  99. KBG 82 ->
  100.  
  101. Falcon Kick
  102. 3978 - aerial landing lag reduced by 44% {3F 80 00 00 -> 40 10 00 00}
  103.  
  104. ---------------------------
  105. Donkey Kong (PAL .dat)
  106.  
  107. Attributes
  108.  
  109. Run Initial Velocity 1.6 -> 1.662 (Brawl) [39D8]
  110. Aerial Mobility 0.02 -> 0.05 (Brawl) [3A14]
  111. Weight 114 -> 116 (Brawl) [3A38]
  112. Shield Size 17.5 -> 21.875 [3A40]
  113.  
  114. Hurtbox:
  115. Chest hurtbox removed: 6.0 -> 0.0 [7CE8]
  116.  
  117. Attack11 - outer hitbox shifted slightly outward
  118.  
  119. Hitbox0: Z-Offset 1192 -> 1792
  120.  
  121. Attack12 - safer on hit; outer hitbox shifted slightly outward
  122.  
  123. Hitbox0: Z-offset 1192 -> 1792
  124.  
  125. All hitboxes
  126. BKB 0 -> 40 (Brawl)
  127.  
  128. AttackDash - cooldown lowered
  129.  
  130. IASA 55 -> 36 [4DB7]
  131.  
  132. AttackS3Hi - damage increased, hitboxes increased by 1.4x
  133.  
  134. All hitboxes
  135. DMG 11 -> 14
  136.  
  137. Hitbox0: Size 1000 -> 1400
  138. Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
  139. Hitbox2: Size 700 -> 980
  140. Hitbox3: Size 900 -> 1260
  141.  
  142. AttackS3S - damage increased, hitboxes increased by 1.4x
  143.  
  144. All hitboxes
  145. DMG 10 -> 12
  146.  
  147. Hitbox0: Size 1000 -> 1400
  148. Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
  149. Hitbox2: Size 700 -> 980
  150. Hitbox3: Size 900 -> 1260
  151.  
  152. AttackS3Lw - damage increased, hitboxes increased by 1.4x
  153.  
  154. All hitboxes
  155. DMG 9 -> 11
  156.  
  157. Hitbox0: Size 1022 -> 1431
  158. Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
  159. Hitbox2: Size 700 -> 980
  160. Hitbox3: Size 900 -> 1260
  161.  
  162. AttackHi3 - IASA lowered, all hitboxes adjusted to be the sweetspot hit
  163.  
  164. Asynchronous Timer on start-up 6 -> 5 [4F77]
  165.  
  166. Hitbox0
  167. Z-offset: 1250 -> 1700
  168.  
  169. DMG 9 -> 11
  170. KBG 105 -> 115
  171.  
  172. Hitbox1
  173. DMG 10 -> 11
  174. KBG 110 -> 115
  175.  
  176. Hitbox Removal Timer 6 -> 8 [4FC7]
  177.  
  178. IASA 40 -> 34 [4FCF]
  179.  
  180. AttackLw3 - damage increased, hitboxes increased by 1.4x, better angle for spacing, less cooldown
  181.  
  182. All hitboxes
  183. ANG 40 -> 361
  184. DMG 7 -> 10
  185.  
  186. Hitbox0: Size 937 -> 1312
  187. Hitbox1: Size 1100 -> 1540, Z-offset 1533 -> 2233
  188. Hitbox2: Size 1100 -> 1540
  189.  
  190. IASA 23 -> 20 [504B]
  191.  
  192. AttackS4S bigger hitboxes, stronger sweetspot BKB, more SDMG, less cooldown
  193.  
  194. Hitbox0 and Hitbox1 - BKB to Brawl's
  195. BKB 22 -> 30
  196.  
  197. All hitboxes
  198. SDMG 1 -> 16
  199.  
  200. Hitbox sizes increased +300
  201. Hitbox0: Size 1200 -> 1500
  202. Hitbox1: Size 1400 -> 1700
  203. Hitbox2: Size 852 -> 1152
  204. Hitbox3: Size 600 -> 900
  205.  
  206. IASA 55 -> 41 (Brawl) [512B] <Test>
  207.  
  208. AttackHi4 - +1 DMG, more SDMG, increrased vertical range, less cooldown
  209.  
  210. All hitboxes
  211. Z-offset 1533 -> 2033
  212. DMG 18 -> 19
  213. SDMG 4 -> 20
  214. Synch frame IASA 40 -> 33 (Brawl) [51F7]
  215.  
  216. AttackLw4 - sweetspots +1 dmg, more SDMG, less cooldown
  217.  
  218. Hitbox0 and Hitbox1 - +1 DMG added (Brawl)
  219. DMG 16 -> DMG 17
  220.  
  221. All hitboxes
  222. SDMG 1 -> 16
  223.  
  224. Effect 54 -> 44 [530B]
  225. IASA 56 -> 46 [5313]
  226.  
  227. AttackAirN - BKB added for stronger knockback
  228.  
  229. Strong hit
  230. BKB 0 -> 20
  231.  
  232. Weak hit
  233. BKB 0 -> 10
  234.  
  235. Hitbox sizes doubled
  236.  
  237. Strong and Weak hit
  238. Hitbox0: Size 852 -> 1704
  239. Hitbox1: Size 852 -> 1704
  240. Hitbox2: Size 1192 -> 2384
  241.  
  242. AttackAirF - +1DMG SDMG added, later outer hitboxes converted to outward sending hitboxes, inner hitboxes spike over meteor
  243.  
  244. Frame 25 hitboxes
  245. Hitbox0 & Hitbox1:
  246. DMG 16 -> 17
  247. SDMG 0 -> 14
  248.  
  249. Hitbox2 & Hitbox3:
  250. DMG 16 -> 17
  251. SDMG 1 -> 14
  252.  
  253. Frame 27 hitboxes
  254. Hitbox0 & Hitbox1:
  255. DMG 16 -> 17
  256. ANG 270 -> 290
  257. SDMG 0 -> 14
  258.  
  259. Hitbox2 & Hitbox3:
  260. DMG 16 -> 17
  261. ANG 270 -> 361
  262. SDMG 1 -> 14
  263.  
  264. Synch frame 55 changed to Asynch frame 55 (late autocancel occurs correctly now)
  265. - 04 00 00 37 -> 08 00 00 37 [54CC]
  266.  
  267. AttackAirB - base knockback increased
  268.  
  269. Strong hit
  270. BKB 10 -> 20
  271.  
  272. Weak hit
  273. BKB 0 -> 10
  274. DMG 9 -> 10
  275.  
  276. Hitbox size increased
  277.  
  278. Strong hit
  279. Hitbox0: Size 1500 -> 1900
  280. Hitbox1: Size 1000 -> 2000
  281.  
  282. Weak hit
  283. Hitbox0: Size 1400 -> 1800
  284. Hitbox1: Size 900 -> 1800
  285.  
  286. AttackAirLw - slightly larger hitboxes; less cooldown
  287.  
  288. Hitbox sizes + 400
  289. Hitbox0: Size 1800 -> 2200
  290. Hitbox1: Size 1600 -> 2000
  291. Hitbox2: Size 1200 -> 1600
  292.  
  293. Autocancel frame 50 [565B]
  294. IASA frame 55 [5663]
  295.  
  296. DownForwardD: forward roll from a faceplant now tied to 19 frames of invincibility over 14 (now the has equivalent invincibility frames to a forward roll from a backplant); now tied to second "worst" amongst the cast.
  297.  
  298. Asynchronous Frame 15 -> 20 [60FF]
  299.  
  300. Catch - range extended (emulates Brawl grabbox)
  301.  
  302. grab boxes X-offsets moved +1200
  303.  
  304. CatchDash - range extended (emulates Brawl grabbox)
  305.  
  306. grab boxes X-offsets moved +1200
  307.  
  308. Note: Hitbox2 -400 (FE70) -> 800
  309.  
  310. SpecialN - hitboxes increased by 1.4x for better priority/match arms; no free fall on air punch
  311.  
  312. 12 DMG hitboxes
  313. Hitbox0 Size 800 -> 1120
  314. Hitbox1 Size 1200 -> 1680
  315.  
  316. 10 DMG Hitboxes
  317. Hitbox0 Size 800 -> 1120
  318. Hitbox1 Size 1200 -> 1680
  319.  
  320. 18 DMG hitboxes
  321. All hitboxes: DMG on shoulder increased by +4: DMG 18 -> 22
  322. Hitbox0 Size 800 -> 1120
  323. Hitbox1 Size 1200 -> 1680
  324. Hitbox2 Size 210 -> 294
  325.  
  326. 30 DMG hitboxes
  327. Hitbox0 Size 800 -> 1120
  328. Hitbox1 Size 1200 -> 1680
  329. Hitbox2 Size 210 -> 294
  330.  
  331. SpecialNAir
  332.  
  333. 12 DMG hitboxes
  334. Hitbox0 Size 800 -> 1120
  335. Hitbox1 Size 1200 -> 1680
  336.  
  337. 10 DMG Hitboxes
  338. Hitbox0 Size 800 -> 1120
  339. Hitbox1 Size 1200 -> 1680
  340.  
  341. 16 DMG hitboxes
  342. All hitboxes: DMG on shoulder increased by +4: DMG 16 -> 20
  343. Hitbox0 Size 800 -> 1120
  344. Hitbox1 Size 1200 -> 1680
  345. Hitbox2 Size 210 -> 294
  346.  
  347. 27 DMG hitboxes
  348. Hitbox0 Size 800 -> 1120
  349. Hitbox1 Size 1200 -> 1680
  350. Hitbox2 Size 210 -> 294
  351.  
  352. *** DK no longer loses his Giant Punch charge from being hit out of Up-B
  353.  
  354. 3B6C - Free Fall/Landing Lag disabled 20.0 -> 0.00
  355.  
  356. SpecialS - hitboxes do more DMG
  357. DMG 5 -> 13
  358.  
  359. SpecialAirS - hitboxes do more DMG
  360. All hitboxes: DMG 10 -> 13
  361.  
  362. Side Special (both):
  363.  
  364. PlCo.dat: Bury escape formula made to be harder to mash out (WIP)
  365.  
  366. DK Side-B Mechanic
  367. A5E0 - Reduction per input (frames) 9.0 -> 6.0
  368. A5EC - Multiplier for damage in bury formula 0.7 -> 0.9
  369. A600 - Frames of invincibility on exit 18 -> 1
  370.  
  371. SpecialHi (Ground version):
  372.  
  373. Hitbox0: in front of DK
  374.  
  375. X-offset 1705 -> -500
  376.  
  377. * makes it ACTUALLY hit people. originally will never hit unless you are in the Z-plane
  378.  
  379. Strong loop of hitboxes:
  380.  
  381. SDMG 1 -> 3
  382.  
  383. Weak loop of hitboxes:
  384.  
  385. BKB 10 -> 20
  386. SDMG 1 -> 2
  387.  
  388. - Grounded mobility: .025 -> .05 [3B90]
  389.  
  390. SpecialAirHi:
  391.  
  392. Strong loop of hitboxes
  393. SDMG 1 -> 3
  394.  
  395. Weak loop of hitboxes
  396. SDMG 1 -> 2
  397.  
  398. - Aerial mobility: .05 -> .075 [3B94]
  399. - Horizontal velocity 1.4 -> 1.85 [3B8C]
  400.  
  401. ---------------------------
  402. Kirby (1.00 .dat)
  403.  
  404. Attributes
  405.  
  406. 4D00-4D03 Friction 0.08 -> 0.06 (longer wavedash)
  407.  
  408. 4D04-4D07 Dash Initial Velocity 1.4
  409. 4D10-4D13 Run Initial Velocity 1.4 -> 1.5 [PAL]
  410.  
  411. Lower hops/jump
  412. Jump Vertical Initial Velocity 2 -> 1.79 (Brawl) [4D28]
  413. Hop Vertical Initial Velocity 1.5 -> 1.253 (Brawl) [4D34]
  414.  
  415. 4D4C Aerial Mobility 0.04 -> 0.08 (Brawl)
  416. 4D50 Aerial Stopping Mobility 0.02 -> 0.03 (Brawl)
  417. 4D54 Max Aerial Horizontal Velocity 0.78 -> 0.975 (x1.25)
  418. 4D70 Weight 70 -> 78 (NTSC-U -> Brawl change)
  419.  
  420. Applied Brawl landing lag changes:
  421. 4DD4 F-Air Landing Lag 20 -> 15 (L-Cancel Lag 10 -> 7)
  422. 4DE0 D-Air Landing Lag 20 -> 15 (L-Cancel Lag 10 -> 7)
  423.  
  424. AttackDash - Functions similar to Ganon's Down+B
  425. 8413: IASA on frame 60
  426.  
  427. Strong hitbox
  428. ANG 105 -> 361
  429. DMG 9 -> 13
  430. KBG 50 -> 90
  431. Size 900 -> 1300
  432.  
  433. Weak hitbox
  434. ANG 105 -> 361
  435. BKB 50 -> 70
  436. DMG 5 -> 10
  437. KBG 50 -> 90
  438. Size 900 -> 1100
  439.  
  440. AttackS3 Hi/S/Lw: Lower angle for edgeguarding and better positioning
  441. ANG 361 -> 33
  442.  
  443. AttackHi3 - Applied Brawl cooldown changes for follow-up ability
  444. IASA (84F7) 30 -> 21
  445.  
  446. AttackLw3 - Applied Brawl cooldown changes for safety on hit
  447. IASA (855F) 30 -> 21
  448.  
  449. AttackS4S - ported over PAL version knockback and DMG changes
  450. Send angle on all hitboxes 361 -> 38 (Melee -> Brawl change)
  451.  
  452. Strong hit
  453. ANG 361 -> 38
  454. BKB 24 -> 32
  455.  
  456. Weak hit
  457. ANG 75 -> 38
  458. BKB 18 -> 26
  459. DMG 13 -> 14
  460.  
  461. AttackHi4 - flubspot given more KBG (lame it up like Fox!)
  462.  
  463. All flubspot hitboxes:
  464. KBG 50 -> 100
  465.  
  466. AttackLw4 (87D4)
  467.  
  468. Hitbox0 and Hitbox1 - sends horizontally
  469. ANG 76 -> 361
  470.  
  471. Hitbox2 and Hitbox3 - PAL changes on semi-spike hitboxes
  472. BKB 20 -> 22
  473.  
  474. AttackAirN (8884):
  475. - DMG hitboxes now at 12 then 10 dmg halfway (not 12 > 10 > 8 > 6)
  476. - Stronger KB and lower angle -> KO move at higher percentages
  477.  
  478. Size 1300 -> 1400
  479. ANG 361 -> 40
  480. BKB 10 -> 20
  481. DMG 10 -> 12
  482. KBG 80 -> 100
  483.  
  484. 0A -> 0c 88BB
  485. 08 -> 0A 88c3
  486. 06 -> 0A 88cb
  487.  
  488. AttackAirF:
  489. 1st two hits should connect better (data copied from Brawl)
  490. All foot hitboxes [Hitbox0] have extended horizontal range (PAL)
  491. Last hit hitboxes larger
  492.  
  493. Hit1: Angle 60 -> 45, BKB 30 -> 35, DMG 5 -> 4, KBG 70 -> 50
  494. Hit2: Angle 60 -> 80, BKB 30 -> 28, DMG 5 -> 3, KBG 70 -> 30
  495.  
  496. Hit1
  497. Hitbox0: X-offset 2700 -> 3000
  498.  
  499. Hit2
  500. Hitbox0: X-offset 2700 -> 3000
  501.  
  502. Hit3:
  503. Hitbox0 X-Offset 2700 -> 3000, Size 1200 -> 1560
  504. Hitbox1 Size 900 -> 1560
  505.  
  506. Addresses
  507. 1: 88F0-8917
  508. 2: 8934-895b
  509.  
  510. AttackAirHi:
  511.  
  512. Timers changed to match animation better (same timers as Brawl)
  513. Hitbox active frame 11 -> 9 (8a5b)
  514. Hit removal synch frame 3 -> 6 (8a87)
  515. Auto-cancel frame 3 -> 6 (8a8f)
  516.  
  517. LandingAirF - vertical send angle, stat and hitbox size adjustments for combos
  518.  
  519. 8B68-8B8F
  520.  
  521. ANG 361 -> 96
  522. DMG 3 -> 5
  523. BKB 0 -> 65
  524. KBG 100 -> 70
  525. WKB 80 -> 0
  526.  
  527. 1.3x
  528. Hitbox0: Size 1278 -> 1661
  529. Hitbox1: Size 1150 -> 1495
  530.  
  531. 2C 00 00 05 06 7d 00 00 04 FE 07 52 30 11 80 13 20 80 00 8B
  532. 2C 80 00 05 05 d7 00 00 04 FE 03 54 30 11 80 13 20 80 00 8B
  533.  
  534. *temporarily disabled*
  535. 2C 00 00 05 00 00 00 00 04 FE 07 52 30 11 80 13 20 80 00 88
  536. 2C 80 00 05 00 00 00 00 04 FE 03 54 30 11 80 13 20 80 00 88
  537.  
  538. SFX 34 -> 88 [hex]
  539.  
  540. LandingAirLw - vertical send angle for some follow-up ability (linking time still strict)
  541.  
  542. 8BD8-8C1F
  543.  
  544. ANG 361 -> 84
  545. DMG 2
  546. BKB 0
  547. KBG 100
  548. WKB 60
  549.  
  550. DownAttackU - Invincibility glitch fixed on Kirby's get-up attacked when faced-up:
  551.  
  552. 92F4 - extra and early "Body State 1 [Normal]" command -> Dummied to "Self-Damage" (0)
  553.  
  554. ThrowHi:
  555. Can KO at high percentages on floaties
  556. KBG 70 -> 110
  557.  
  558. ThrowLw:
  559.  
  560. Give Kirby more frame advantage on throw; better tech chase tool now?
  561.  
  562. ANG 90 -> 56
  563. DMG 7 -> 2
  564. BKB 40 -> 65
  565. KBG 45
  566.  
  567. .0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
  568. .C .. .. .. .. A. G. .. .. BE
  569. CT T- -D DD AA GG WW W- BB EQ R- --
  570.  
  571. Fury stomp hitboxes DMG 0 -> 1
  572.  
  573. SpecialN/SpecialNAir: Inhale is now safe on use with 17 frames of advantage
  574.  
  575. Grab boxes have better horizontal range:
  576.  
  577. Aerial Inhale: X-offset 900 -> 1100
  578.  
  579. Grounded Inhale: [Hitbox1] x-offset 2900 -> 3200
  580.  
  581. - Chance of losing ability decreased from 1/32 to "very unlikely."
  582.  
  583. 4EF8 - Frames foe is stuck in swallow star 10.0 -> 40.0
  584. 4F3C - Odds of losing power when hit 32.0 -> 1,000,000.00
  585.  
  586. SpecialS: all hitboxes are sweetspots; all hitboxes given shield damage
  587.  
  588. All hitboxes: SDMG 0 -> 20
  589.  
  590. Hitbox0 and Hitbox2
  591. BKB 50 -> 65
  592. DMG 16 -> 23
  593. KBG 50 -> 76
  594.  
  595. SFX 33 -> 66
  596.  
  597. -------------
  598. Copy abilities
  599.  
  600. DK:
  601.  
  602. 5028 - Free Fall/Landing Lag disabled 20.0 -> 0.00
  603.  
  604. Link: PlKbCpLk.dat
  605.  
  606. Arrows (01D0)
  607.  
  608. Arrow trajectory changed to Brawl
  609. 0188 Uncharged arrow velocity 1.3 -> 3.0
  610. 018F Charged arrow velocity 5.0 -> 10.0
  611.  
  612. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  613. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  614. 2C 00 00 01 01 00 00 00 00 00 00 00 b4 94 00 00 08 0E 00 0F
  615.  
  616. DMG 4
  617. Size 256
  618. ANG 70 -> 361
  619. KBG 50 -> 80
  620. BKB 8 -> 16
  621.  
  622. Luigi: PlKbCpLg.dat
  623.  
  624. SpecialNAir - fireball lasts 100 frames now
  625.  
  626. 00A8 - Duration 50.0 -> 100.0
  627.  
  628. Ness: PlKbCpNs.dat (01A0)
  629.  
  630. 2C 00 00 01 0F A0 00 00 00 00 00 00 23 14 00 00 0A 08 00 47
  631.  
  632. Size 2000 -> 4000
  633. ANG 70
  634. KBG 70 -> 80
  635. BKB 20
  636.  
  637. 5030 - Cooldown lag from releasing PK Flash 25 -> 15 frames (PlKb.dat)
  638. 5048 - PK Flash freefall disabled 30.0 -> 0.0 (PlKb.dat)
  639.  
  640. 00B4 - PK Flash horizontal momentum 3.0 -> 16.0
  641. 00BC - Control sensitivity 0.01 -> 0.05
  642. 00C0 - Gravity 0.02 -> 0.04
  643. 00CC - Detonation Timer 20.0 -> 15.0
  644.  
  645. 0194 - Finale size multiplier 1.7 -> 1.43 [3F D9 99 9A -> 3F B7 0A 3D]
  646.  
  647. Yoshi:
  648.  
  649. 5240 - Damage multiplier when egged 0.5 -> 0.8
  650. 5260 - Enemy invincibility upon breaking out of egg (frames) 14 -> 1
  651.  
  652. DMG of successful egg lay 8 -> 11 (5494)
  653.  
  654. 88 00 00 0B B4 99 00 00 00 00 20 00
  655.  
  656. Zelda:
  657.  
  658. SpecialN: Nayru's Love hitboxes larger (+700 per hitbox) and connect better; finale hitboxes have slightly more knockback
  659.  
  660. TEST: Nayru's Love is invincible UP TO the second attack loop (start-up + first loop is invincible!)
  661.  
  662. Loop hitboxes - 6FA0
  663. Hitbox0: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
  664. Hitbox1: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
  665. Hitbox2: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
  666. Hitbox3: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
  667.  
  668. Finale hitboxes - 7000
  669.  
  670. Hitbox0:
  671. Size 1500 -> 2200
  672. BKB 50 -> 60
  673.  
  674. Hitbox1:
  675. Size 1500 -> 2200
  676. BKB 50 -> 60
  677.  
  678. Hitbox2:
  679. Size 1100 -> 1800
  680. BKB 40 -> 60
  681.  
  682. Hitbox3:
  683. Size 1100 -> 1800
  684. BKB 40 -> 60
  685.  
  686. Young Link (PlKbCpCl.dat)
  687.  
  688. 01D0
  689.  
  690. 2C 00 00 01 02 00 00 00 00 00 00 00 28 07 80 00 1e 86 00 63
  691.  
  692. Size 256 -> 512
  693. BKB 45 -> 60
  694.  
  695. Roy
  696.  
  697. Flare Blade
  698. All hitboxes (75A0)
  699. DMG 6 -> 7
  700.  
  701. 5200 - Base damage (start of damage accumulation) 6 -> 7
  702.  
  703. Pichu
  704.  
  705. 615B, 61C3: Self-Damage 1 -> 0
  706.  
  707. PlKbCpPc.dat
  708.  
  709. 02E8 - Aerial Jolt Velocity 1.5 -> 2.0
  710. -------------
  711.  
  712. SpecialAirS: edgeguard move and platform pressurer, hitboxes' size increased double
  713.  
  714. Strong hit:
  715.  
  716. Loop 1:
  717. ANG 110 -> 361
  718. BKB 0 -> 60
  719. DMG 4
  720. KBG 100 -> 70
  721. WKB 40 -> 0
  722.  
  723. SFX 1 -> 66
  724. Hitbox0: Size 800 -> 1600
  725. Hitbox1: Size 400 -> 800
  726.  
  727. loop 2:
  728. ANG 110 -> 30
  729. BKB 0 -> 60
  730. DMG 2
  731. KBG 100 -> 70
  732. WKB 30 -> 0
  733.  
  734. Hitbox0: Size 800 -> 1600
  735. Hitbox1: Size 400 -> 800
  736.  
  737. loop 1: 5640-5667
  738. loop 2: 5678-569F
  739.  
  740. SpecialAirLw2 - knockback growth increased; Shield DMG added
  741.  
  742. Size 700 -> 850
  743. KBG 55 -> 85
  744. SDMG 0 -> 20
  745. ---------------------------
  746. Bowser (PAL .dat)
  747.  
  748. Attributes
  749. Walk Initial Velocity 0.03 -> 0.05 [3644]
  750. Walk Acceleration 0.05 -> 0.07 [3648]
  751. Walk Max Velocity 0.65 -> 0.8 (Brawl) [364C]
  752.  
  753. Dash Initial Velocity 1.0 -> 1.15 [3660]
  754. Run Initial Velocity 1.5 -> 1.527 (Brawl) [366C]
  755.  
  756. Jump Start-up Lag 8 -> 6 (like Ganondorf) [367C]
  757.  
  758. Shield Size 31.25 -> 32.75 [36D4]
  759.  
  760. Empty Landing Lag 6 -> 4 [3728]
  761.  
  762. F-Air Landing Lag 30 -> 24 [3730]
  763. B-Air Landing Lag 35 -> 26 [3734]
  764. D-Air Landing Lag 40 -> 22 [373C]
  765.  
  766. Attack11 -
  767.  
  768. - shield damage
  769. - less cooldown for mix-up ability
  770.  
  771. All hitboxes
  772. SDMG 0 -> 4
  773.  
  774. IASA 21 -> 16 [47FF]
  775.  
  776. Attack12 - shield damage
  777.  
  778. SDMG 0 -> 4
  779.  
  780. AttackDash - shield damage, less cooldown
  781.  
  782. All hitboxes
  783. SDMG 1 -> 12
  784.  
  785. 4953 frame 53 -> 37
  786. IASA 56 -> 40 [495B]
  787.  
  788. AttackS3Hi - SDMG, assimilated damage, less cooldown
  789.  
  790. All hitboxes
  791. SDMG 0 -> 7
  792.  
  793. Hitbox1: DMG 13 -> 15
  794.  
  795. IASA 37 -> 32 [49CB]
  796.  
  797. AttackS3 - damage assimilated amongst hitboxes; shield damage; less cooldown [same as Ganon's AttackS3]
  798.  
  799. All hitboxes
  800. SDMG 0 -> 7
  801.  
  802. Hitbox1 DMG 12 -> 14
  803. Hitbox2 DMG 13 -> 14
  804.  
  805. IASA 37 -> 32 [4A53]
  806.  
  807. AttackS3Lw - SDMG, assimilated damage, less cooldown
  808.  
  809. All hitboxes
  810. SDMG 0 -> 7
  811.  
  812. hitbox1 DMG 11 -> 13
  813. IASA 37 -> 32 [4ADF]
  814.  
  815. AttackHi3 - less cooldown, hitboxes last 3 more frames, added SDMG
  816.  
  817. All hitboxes
  818. SDMG 0 -> 7
  819.  
  820. Hitbox Removal: Asynch Frame 4 -> 7 [4B2B]
  821.  
  822. IASA 50 -> 37 [4B33]
  823.  
  824. AttackLw3 - stronger KB and DMG, shield dmg, cooldown set to Brawl's
  825.  
  826. First hit
  827. All hitboxes
  828.  
  829. BKB 15 -> 30
  830. DMG 13 -> 15 (Brawl)
  831. SDMG 0 -> 10
  832.  
  833. Second hit
  834. All hitboxes
  835. DMG 10 -> 12 (Brawl)
  836. SDMG 0 -> 8
  837.  
  838. IASA 55 -> 46 (Brawl) [4BC7]
  839.  
  840. AttackS4 - extremely powerful now, large shield damage, less cooldown, slightly more horizontal range, explosion effect taken from Giga Bowser
  841.  
  842. All hitboxes
  843. DMG 24 -> 26
  844. BKB 30 -> 50
  845. SDMG 0 -> 50 (can break lightshields completely)
  846. Element 00 (normal) -> 04 (fire)
  847.  
  848. Hitbox0: Z-axis 0 -> 200
  849. Hitbox1: Z-axis 0 -> 200, SFX 65 -> 72
  850.  
  851. 4C7F 61 -> 48
  852. 4C87 IASA 66 -> 55 (Brawl)
  853.  
  854. CC BB -- -- TT TT -- -- -- -- YY YY XX XX ZR ZR YR YR XR XR
  855. 28 00 00 00 02 2A 00 00 00 00 0F A0 13 88 00 00 00 00 00 00
  856.  
  857. Graphic Effect:
  858.  
  859. Type: 03 FD -> 02 2A
  860. Y-axis: 00 00 -> 0F A0 (4000)
  861. X-axis: 00 00 -> 13 88 (5000)
  862.  
  863. AttackHi4 - KOs earlier, SDMG, less cooldown
  864.  
  865. Strong hit
  866. KBG 86 -> 100
  867. SDMG 0 -> 20
  868.  
  869. Weak hit
  870. SDMG 0 -> 10
  871.  
  872. 4D9F 43 -> 40
  873. 4DA7 IASA 53 -> 43
  874.  
  875. AttackLw4 - SDMG, should connect slightly better, less cooldown
  876.  
  877. Connecting hits (4E3C)
  878. ANG 150 -> 180 / 190 -> 220
  879. BKB 40 -> 0
  880. KBG 50 -> 100
  881. WKB 0 -> 35
  882. SDMG 0 -> 4
  883.  
  884. Final hit
  885. SDMG 0 -> 8
  886.  
  887. IASA 68 -> 63 (Brawl) [4EEF]
  888.  
  889. AttackAirN - stronger knockback, lower angle, SDMG
  890.  
  891. ANG 361 -> 38
  892. DMG 13 -> 15
  893. KBG 80 -> 100
  894. SDMG 0 -> 10
  895.  
  896. AttackAirF - SDMG, reworked to be slightly like NTSC-U Ganon F-Air
  897.  
  898. Hitbox0
  899. DMG 14 -> 19
  900. SDMG 0 -> 8
  901.  
  902. Hitbox1
  903. DMG 12 -> 17
  904. SDMG 0 -> 8
  905.  
  906. Hitbox2
  907. DMG 11 -> 16
  908. SDMG 0 -> 8
  909.  
  910. AttackAirB - SDMG, increased DMG, easier to land strong hit
  911.  
  912. Strong hit
  913. DMG 13 -> 16
  914. SDMG 0 -> 10
  915.  
  916. Weak frame mask moved from frame 11 to frame 14 [5007]
  917.  
  918. AttackAirHi - increased DMG, SDMG
  919.  
  920. DMG 17 -> 20
  921. SDMG 0 -> 13
  922.  
  923. AttackAirLw - increased SDMG
  924.  
  925. Connecting hits
  926. SDMG 0 -> 4
  927.  
  928. Catch - increased grab range
  929.  
  930. Grab timer Asynch frame 8 [638B]
  931. X-offsets increased by 800 each (grab range moved up to claws)
  932.  
  933. CatchDash - increased grab range
  934.  
  935. X-offsets increased by 1600 each (grab range moved up to claws)
  936.  
  937.  
  938. ThrowF - increased KBG to become a KO throw at higher percents
  939.  
  940. KBG 50 -> 80
  941.  
  942. ThrowB - increased KBG to become a KO throw at higher percents
  943.  
  944. KBG 50 -> 80
  945.  
  946. SpecialSStart - shield damage on slash hits
  947.  
  948. Hitbox2 and Hitbox3
  949. SDMG 0 -> 20
  950.  
  951. SpecialHi - increased SDMG on weak hits
  952.  
  953. SDMG 0 -> 3
  954.  
  955. SpecialHiAir - increased SDMG on weak hits; much more vertical momentum
  956.  
  957. SDMG 0 -> 3
  958.  
  959. 381C - Air vertical momentum 1.78 -> 2.00
  960.  
  961. SpecialLw - increased SDMG, much stronger knockback
  962.  
  963. BKB 45 -> 65
  964. KBG 72 -> 92
  965. SDMG 5 -> 35
  966.  
  967. SpecialLwAir - increased SDMG, much stronger knockback
  968.  
  969. BKB 45 -> 65
  970. KBG 72 -> 92
  971. SDMG 5 -> 35
  972.  
  973. SpecialLwLanding - increased SDMG, reworked knockback stats
  974.  
  975. 2C 00 00 08 0B B8 00 00 05 DC FE 70 26 12 00 13 3c 00 68 8A
  976.  
  977. BKB 60 -> 120
  978. KBG 72
  979. SDMG 5 -> 26
  980.  
  981. ---------------------------
  982. GnW
  983.  
  984. Shield: 36A4-36A7
  985. 10.75 -> 16.125
  986.  
  987. Weight (Melee -> Brawl)
  988. 60 -> 75 [369C]
  989.  
  990. Dash Initial Velocity [3630] {unchanged}
  991.  
  992. Run Initial Velocity
  993. 1.5 -> 1.622 [363C]
  994.  
  995. Aerial Stopping Mobility (Melee -> Brawl)
  996. 0.02 -> 0.07 [367C]
  997.  
  998. Max Horizontal Air Velocity (Melee -> Brawl)
  999. 1 -> 1.081 [3680]
  1000.  
  1001. Main.dol Hack: N-air, B-air, and U-air can now be L-canceled
  1002.  
  1003. **N-Air**
  1004. @147F98: 3880015E -> 38800041
  1005. @147FA4: 80A3002C -> 90830070
  1006. @147FA8: C02501F8 -> C0230258
  1007. @147FAC: 4BF42095 -> 4BF41F89
  1008.  
  1009. **B-Air**
  1010. @148028: 3880015F -> 38800043
  1011. @148034: 80A3002C -> 90830070
  1012. @148038: C0250200 -> C0230260
  1013. @14803C: 4BF42005 -> 4BF41EF9
  1014.  
  1015. **U-Air**
  1016. @1480B8: 38800160 -> 38800044
  1017. @1480C4: 80A3002C -> 90830070
  1018. @1480C8: C0250200 -> C0230264
  1019. @1480CC: 4BF41F75 -> 4BF41E69
  1020.  
  1021. - Landing Lag atered on N-air and B-air for L-cancelling purposes
  1022. N-Air Landing Lag 15 -> 24 (36FC-36FF)
  1023. B-Air Landing Lag 18 -> 22 (3704-3707)
  1024. U-Air Landing Lag 20 -> (3708-370B)
  1025.  
  1026. - Lowered base landing lag on staple moves to Brawl's
  1027. F-Air Landing Lag 25 -> 22 [Brawl] (3700)
  1028. D-Air Landing Lag 20 -> 15 [Brawl] (370C)
  1029.  
  1030. AttackDash (4970) - Higher combo ability
  1031. angle 120 -> 68
  1032. KBG 30 -> 50
  1033.  
  1034. AttackS3: Hitbox data changed to Brawl's (active frames still Melee's), lower IASA
  1035.  
  1036. ANG 361 -> 37
  1037. BKB 10 -> 20
  1038. IASA 42 -> 32 (4A43)
  1039.  
  1040. AttackLw3:
  1041. Flub hitbox (DMG 9) adjusted to Brawl stats
  1042. ANG 361 -> 67
  1043. BKB 80 -> 96
  1044. KBG 40 -> 58
  1045.  
  1046. AttackS4: Weak hitboxes changed to Brawl's (safer on hit)
  1047. - Weak hitboxes + 6DMG (6 -> 12)
  1048.  
  1049. AttackHi4:
  1050.  
  1051. - IASa reduced by 2 frames (Brawl)
  1052. - DMG + 3 (18 -> 21)
  1053. - SDMG added (0 -> 15)
  1054.  
  1055. 2C 00 A0 15 05 14 00 00 02 BC 01 2C 29 98 00 13 14 00 3D 07
  1056.  
  1057. IASA 40 -> 38 [4CAF]
  1058.  
  1059. AttackLw4
  1060.  
  1061. Weak inner hitboxes made to be like Brawl's
  1062.  
  1063. Hitbox0 and Hitbox1
  1064. BKB 10 -> 60
  1065. DMG 10 -> 13
  1066. KBG 50 -> 68
  1067.  
  1068. Strong hitboxes given higher KBG
  1069. KBG 90 -> 100
  1070.  
  1071. IASA 38 -> 33 (Brawl IASA) [4DAF]
  1072.  
  1073.  
  1074. AttackAirN - more KO potential
  1075.  
  1076. KBG 100 -> 110
  1077.  
  1078. AttackAirF - strong hitboxes have less knockback to facilitate comboing
  1079.  
  1080. BKB 30 -> 10
  1081. KBG 80 -> 85
  1082.  
  1083. Weak hit
  1084. KBG 80 -> 85
  1085.  
  1086. AttackAirB (4EAC-4ED3) - does shield damage
  1087. SDMG 0 -> 4
  1088.  
  1089. AttackAirHi - reworked to connect better
  1090.  
  1091. First hit: should connect better into the second hit
  1092.  
  1093. BKB 16 -> 0
  1094. KBG 60 -> 100
  1095. WKB 0 -> 40
  1096.  
  1097. Hitbox termination: Synch frame 10 -> 7 [4F2F] (now matches animation)
  1098.  
  1099. Second hit: hitboxes larger; lingers to match with airblow animation
  1100.  
  1101. Asynch 21 -> 16 [4F37]
  1102.  
  1103. More combo ability
  1104.  
  1105. All hitboxes
  1106. KBG 100 -> 60
  1107.  
  1108. Hitbox0: Size 1300 -> 1950
  1109. Hitbox1: Size 900 -> 1350
  1110.  
  1111. Hitbox Removal Synch frame 2 -> 7 [4F73]
  1112.  
  1113. AttackAirLw [4FA0]
  1114. meteor hitbox now a spike (angle 270 -> 290)
  1115.  
  1116. LandingAirLw - hitbox made send slightly upward to offer more combo opportunities; size and offsets changed to envelope GnW's body
  1117.  
  1118. Size 1100 -> 1800
  1119. X-Offset 1200 -> 600
  1120. Y-Offset 500 -> 800
  1121. ANG 40 -> 270
  1122. BKB 50
  1123. KBG 30 -> 80
  1124. WKB 0
  1125.  
  1126. Hit: Air/ground -> Ground only
  1127.  
  1128. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  1129. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  1130. 2C 00 00 06 07 08 00 00 03 20 02 58 87 14 00 13 19 00 01 0A
  1131.  
  1132. Side-B 2 [slightly safer on hit; "poisons" the foe temporarily]
  1133.  
  1134. BKB 10 -> 45
  1135. KBG 40 -> 120
  1136. Element: Nothing -> Flower
  1137.  
  1138. Side-B 3 - safer on hit; resets momentum [still does shield damage]
  1139.  
  1140. BKB 45 -> 60
  1141.  
  1142. Side-B 4 - strong knockback move for edgeguarding
  1143.  
  1144. DMG 8 -> 4
  1145. BKB 50 -> 100
  1146. KBG 40 -> 120
  1147. element Slash -> Dark
  1148. SFX 35 -> 66
  1149.  
  1150. Side-B 7 (similar to Marth's flub Fsmash)
  1151. BKB 30 -> 60
  1152. KBG 50 -> 70
  1153. Element Slash
  1154. SFX 34 -> 72
  1155.  
  1156. Side-B 8 (set-ups damage-racking/can gimp fastfallers)
  1157. ANG 80 -> 30
  1158. DMG 4 -> 16
  1159.  
  1160. SpecialHi (ground/air):
  1161.  
  1162. DMG 6 -> 8
  1163.  
  1164. ---------------------------
  1165. Link (1.00 .dat)
  1166.  
  1167. Friction 0.1 -> 0.08 [3414]
  1168. Dash Initial Velocity 1.3 -> 1.5 [3418]
  1169. Run Initial Velocity 1.3 -> 1.5 [3424]
  1170.  
  1171. Jump Start-up Lag 6 -> 5 [3434]
  1172.  
  1173. Attack12
  1174. - Angles and KB changed to Brawl's for better connection
  1175.  
  1176. Hitbox0:
  1177. ANG: 361 -> 100
  1178. BKB: 10 -> 40
  1179. KBG: 60 -> 20
  1180.  
  1181. Hitbox1:
  1182. ANG: 361 -> 78
  1183. BKB: 10 -> 40
  1184. KBG: 60 -> 20
  1185.  
  1186. Hitbox2:
  1187. ANG: 361 -> 60
  1188. BKB: 10 -> 40
  1189. KBG: 60 -> 20
  1190.  
  1191. Hitbox3:
  1192. ANG: 361 -> 50
  1193. BKB: 10 -> 40
  1194. KBG: 60 -> 20
  1195.  
  1196. Attack13 (Brawl changes)
  1197. - Angle lowered and more settled knockback (doesn't grow as much)
  1198.  
  1199. All Hitboxes:
  1200. ANG: 361 -> 30
  1201. BKB: 10 -> 50
  1202. DMG 6 -> 5
  1203. KBG: 100 -> 70
  1204.  
  1205. AttackDash - Stronger KB for juggling; less cooldown
  1206.  
  1207. All Hitboxes:
  1208. BKB: 10 -> 65
  1209. KBG: 100 -> 55
  1210.  
  1211. IASA 40 -> 36 [4A1F]
  1212.  
  1213. AttackS3
  1214. - BKB increased + lower send angle = KO move
  1215.  
  1216. Hitbox0
  1217. ANG 361 -> 30
  1218. BKB 5 -> 20
  1219.  
  1220. Hitbox1
  1221. ANG 361 -> 30
  1222. BKB 5 -> 20
  1223.  
  1224. Hitbox2
  1225. ANG 361 -> 30
  1226. BKB 2 -> 20
  1227.  
  1228. Hitbox3
  1229. ANG 361 -> 30
  1230. BKB 2 -> 20
  1231.  
  1232. AttackHi3 - higher BKB for longer stun, set to Brawl's cooldown lag
  1233.  
  1234. Hitbox
  1235. 0: KBG 122 -> 92
  1236. 1: KBG 130 -> 100
  1237. 2: KBG 124 -> 94
  1238. 3: KBG 123 -> 93
  1239.  
  1240. All hitboxes
  1241. DMG 9 -> 13
  1242. BKB 30 -> 38
  1243.  
  1244. IASA 32 -> 30 [4B53]
  1245.  
  1246. AttackS41 - stronger F-Smash1, lower angle, less cooldown
  1247.  
  1248. ANG 361 -> 32
  1249. +1 DMG to each hitbox
  1250. +10 KBG for more knockback at KO percents
  1251.  
  1252. Hitbox0: KBG 83 -> 93
  1253. Hitbox1: KBG 85 -> 95
  1254. Hitbox2: KBG 85 -> 95
  1255. Hitbox3: KBG 85 -> 95
  1256.  
  1257. IASA: 50 -> 40 [4CCF]
  1258.  
  1259. AttackHi4: Should connect better
  1260.  
  1261. Asynch 11 -> 10 (4DDF) (slash 1)
  1262. Synch 5 -> 7 (4E63)
  1263. Synch 1 -> 3 (4E6B)
  1264. Asynch 21 -> 20 (4E73)
  1265. Asynch 26 -> 22 (4E7C) (slash 2)
  1266. Synch 3 -> 9 (4EDF)
  1267.  
  1268. Synch 2 -> 8 (4EE8)
  1269.  
  1270. Asynch 39 -> 35 (4EEF)
  1271. Asynch 41 -> 37 (4EF7) (slash 3)
  1272. Synch 3 -> 8 (4F5F)
  1273. Synch 4 -> 9 (4F67)
  1274.  
  1275. All hitboxes:
  1276. 0: Size 800 -> 1650
  1277. 1: Size 800 -> 1650
  1278. 2: Size 800 -> 1200
  1279. 3: Size 500 -> 1000
  1280.  
  1281. First Hit
  1282.  
  1283. Hitbox0:
  1284. ANG 98 -> 95
  1285. BKB 40 -> 0
  1286. WKB 26 -> 40
  1287.  
  1288. Hitbox1:
  1289. BKB 40 -> 0
  1290. WKB 30 -> 48
  1291.  
  1292. Hitbox2:
  1293. BKB 40 -> 0
  1294. WKB 33 -> 40
  1295.  
  1296. Hitbox3:
  1297. BKB 40 -> 0
  1298. WKB 33 -> 40
  1299.  
  1300. Second Hit
  1301.  
  1302. Hitbox0:
  1303. ANG 90 -> 93
  1304. DMG 2 -> 3
  1305.  
  1306. Hitbox1-3:
  1307. DMG 2 -> 3
  1308.  
  1309. Third Hit - should be able to kill better
  1310.  
  1311. All Hitboxes
  1312. KBG 80 -> 95
  1313.  
  1314. [4F6F] IASA moved from 52 -> 60 to offset cooldown removal (in-game IASA still @ 52)
  1315.  
  1316. AttackLw4 (Adjusted to Brawl stats - stronger tip hits)
  1317.  
  1318. First Slash
  1319. Hitbox0: DMG 13 -> 14
  1320.  
  1321. Second Slash
  1322. Hitbox0: DMG 11 -> 16
  1323.  
  1324. AttackAirN - Stronger for kill potential
  1325.  
  1326. Strong hit:
  1327.  
  1328. Hitbox0
  1329. DMG 9 -> 12
  1330. BKB 15 -> 22
  1331.  
  1332. Hitbox1
  1333. DMG 11 -> 12
  1334. BKB 15 -> 22
  1335.  
  1336. Hitbox2
  1337. DMG 8 -> 12
  1338. BKB 15 -> 22
  1339.  
  1340. Weak hit:
  1341. Occurs on frame 6 -> 8 [513F]
  1342.  
  1343. BKB 10 -> 15
  1344.  
  1345. Autocancel Synch frames moved back so autocancel window on same frame (frame 30)
  1346.  
  1347. [517F] 22 -> 20
  1348. [5183] 4 -> 2
  1349.  
  1350. AttackAirF - stronger now;
  1351.  
  1352. no pause in-between hitboxes, graphic effects adjusted
  1353.  
  1354. 5208-520B 40 00 00 00 -> CC 00 00 00 (hitbox removal dummied out)
  1355. 5210-5213 C5 FF FF FF (sword slash fx termination) -> CC 00 00 00
  1356.  
  1357.  
  1358. Autocancel frame 51 -> 48 [527B] 08 00 00 33 -> 08 00 00 30
  1359.  
  1360. CC 00 00 00 -> 08 00 00 33 Asynch Frame 49 [5283]
  1361.  
  1362. CC 00 00 00 -> 5C 00 00 00 IASA [5284]
  1363.  
  1364. First Slash
  1365. ANG 361
  1366. DMG 13 -> 14
  1367. BKB 5 -> 20
  1368.  
  1369. Second Slash
  1370. ANG 361 -> 25
  1371. BKB 0 -> 30
  1372. KBG 90 -> 100
  1373.  
  1374. AttackAirB
  1375.  
  1376. First hit - Should connect better
  1377. ANG 361 -> 72
  1378. WKB 0 -> 40
  1379.  
  1380. Testing new hit:
  1381. BKB 15 -> 30
  1382. KBG 100
  1383.  
  1384. AttackAirHi - increased vertical KO potential
  1385.  
  1386. +10 KBG to all hitboxes (KBG 85 -> 95)
  1387.  
  1388. AttackAirLw - knockback growth increased so move KOs sooner
  1389.  
  1390. All initial impact hitboxes
  1391. KBG 80 -> 90
  1392.  
  1393. Catch and CatchDash:
  1394. Hitbox0 and Hitbox2
  1395.  
  1396. and latter Hitbox0 on both subactions
  1397.  
  1398. Can now grab from air also
  1399.  
  1400. ThrowF (Brawl modifications: stronger knockoff throw + lower angle)
  1401. DMG 3 -> 7
  1402. ANG 55 -> 35
  1403. BKB 25 -> 50
  1404. KBG 110 -> 80
  1405.  
  1406. ThrowB (Brawl base knockback + DMG changes; same angle, slightly lower growth)
  1407. BKB 24 -> 70
  1408. DMG 3 -> 6
  1409. KBG 110 -> 80
  1410.  
  1411. ThrowHi (Should be easier to follow-up)
  1412.  
  1413. ANG 90 -> 80
  1414. BKB 24 -> 80
  1415. DMG 2 -> 3
  1416. KBG 230 -> 70
  1417.  
  1418. .C .. .. .. .. A. G. .. .. BE
  1419. CT T- -D DD AA GG WW W- BB EQ R- --
  1420. 88 00 00 03 28 11 80 00 28 02 20 00
  1421.  
  1422. SpecialN - Arrows now send horizontally, much stronger KB
  1423.  
  1424. WILL charge faster [need to implement]
  1425.  
  1426. 3fb4-3fc7
  1427. Arrows
  1428.  
  1429. Arrow trajectory changed to Brawl
  1430. 3F6C Uncharged arrow velocity 1.3 -> 3.0
  1431. 3F70 Charged arrow velocity 5.0 -> 10.0
  1432.  
  1433. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  1434. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  1435. 2C 00 00 01 01 00 00 00 00 00 00 00 b4 94 00 00 08 0E 00 0F
  1436.  
  1437. DMG 4
  1438. Size 256
  1439. ANG 70 -> 361
  1440. KBG 50 -> 80
  1441. BKB 8 -> 16
  1442.  
  1443. SpecialS - Boomerang does slightly more damage, 'phantom' Boomerang also sends vertically
  1444.  
  1445. 4168-417B
  1446. 2C 00 00 08 03 20 00 00 00 00 00 00 23 07 80 00 1B 8E 00 4B
  1447.  
  1448. DMG 6 -> 8
  1449. Angle 65 -> 140
  1450. KBG 30
  1451. BKB 55
  1452.  
  1453. SpecialLw - Bombs now do slightly more damage
  1454.  
  1455. 4274-4284
  1456. 2C 00 00 06 05 00 00 00 00 00 00 00 23 0F 00 00 1E 04 00 23
  1457.  
  1458. DMG 4 -> 6
  1459.  
  1460. ---------------------------
  1461. Luigi (1.00 .dat)
  1462.  
  1463. Attributes
  1464. Aerial Mobility 0.025 -> 0.075 (Brawl) -> 0.050 [3404]
  1465. Max Horizontal Air Velocity (Brawl) 0.68 -> .7332 [340C]
  1466.  
  1467. Attack13 - more knockback (Brawl)
  1468.  
  1469. BKB 10 -> 50
  1470. KBG 100 -> 80
  1471.  
  1472. AttackDash - should connect slightly better, sends further out on finale hit (Steelia <3)
  1473.  
  1474. Connecting hitboxes [40A0-40C7, 40F8-411F, 4150-4177, 41A8-41CF, 4200-4227]
  1475. ANG 361 -> 270
  1476.  
  1477. Finale hitboxes [4258-427F]
  1478. BKB 2 -> 60
  1479. DMG 2 -> 4
  1480.  
  1481. AttackS3Lw - more shield damage (SDMG), fixed knockback goof
  1482.  
  1483. All hitboxes: SDMG 0 -> 8, WKB 1 -> 0
  1484.  
  1485. AttackLw3 - less cooldown, more damage and shield damage
  1486.  
  1487. DMG 9 -> 12
  1488. SDMG 0 -> 8
  1489. IASA 35 -> 25 [4513]
  1490.  
  1491. AttackS4Hi - +1 DMG (Brawl), slight IASA frame reduction
  1492.  
  1493. All hitboxes
  1494. DMG 14 -> 15
  1495.  
  1496. IASA 42 -> 38 [45D3]
  1497.  
  1498. AttackS4S - +1 DMG (Brawl), slight IASA frame reduction
  1499.  
  1500. All hitboxes
  1501. DMG 13 -> 14
  1502.  
  1503. IASA 42 -> 38 [46A0]
  1504.  
  1505. AttackS4Lw - +1 DMG (Brawl), slight IASA frame reduction
  1506.  
  1507. All hitboxes
  1508. DMG 12 -> 13
  1509.  
  1510. IASA 42 -> 38 [4767]
  1511.  
  1512. AttackAirF - less cooldown (Brawl), some SDMG
  1513.  
  1514. SDMG 0 -> 6
  1515. IASA 33 -> 24 [49F7]
  1516.  
  1517. AttackAirB - +1 DMG (Brawl)
  1518.  
  1519. All hitboxes
  1520. DMG 11 -> 12
  1521.  
  1522. AttackAirHi - hitbox out for the same arc as Mario's; slightly higher send angle
  1523.  
  1524. Start-up time reduced by one frame: Asynch frame 5 -> 4 [4A67]
  1525. All hitboxes: ANG 55 -> 65
  1526. Hitbox Removal Frame 8 -> 11 [4AA3]
  1527.  
  1528. AttackAirLw - hitboxes now have some SDMG
  1529.  
  1530. All hitboxes: SDMG 0 -> 6
  1531.  
  1532. Appeal - Taunt now spikes, stronger KB
  1533.  
  1534. WKB 100 -> 166
  1535. ANG 280 -> 290
  1536.  
  1537. ThrowLw: angle changed to send foe in front of Luigi [tentative]
  1538.  
  1539. ANG 110 -> 80
  1540.  
  1541. SpecialNAir - fireball lasts 100 frames now
  1542.  
  1543. 3A98 - Duration 50.0 -> 100.0
  1544.  
  1545. SpecialS (both):
  1546.  
  1547. Misfire rate increased: 1/8 -> 1/6 [3568]
  1548.  
  1549. SpecialAirHi - air sweetspot as powerful as grounded one
  1550.  
  1551. BKB 58 -> 70
  1552. DMG 20 -> 25
  1553. KBG 72 -> 73
  1554.  
  1555. UpB's horizontal distance is now affected by right/left tilting of the control stick as Mario's/Dr.Mario's, only slightly worse. Aerial mobility in freefall is now notably improved (only active after Luigi begins to descend).
  1556.  
  1557. 3574 - Aerial mobility in freefall 0.6 -> 1.8
  1558. 3584 - Air control during UpB 2.0 -> 16.0
  1559.  
  1560. SpecialLwAir - Lift from pressing B in the air slightly improved
  1561.  
  1562. 35A4 - Aerial lift multiplier from tapping B in the air 0.08 -> 0.24 [3D A3 D7 0A -> 3E 75 C2 8F]
  1563. 35B0 - Maximum vertical momentum gained from tapping B in the air 0.8 -> 1.3 [3F 4C CC CD -> 3F A6 66 66]
  1564. ---------------------------
  1565. Mario (1.00 .dat)
  1566.  
  1567. Attributes
  1568. Dash Initial Velocity 1.5 [32F4]
  1569. Run Initial Velocity 1.5 -> 1.733 [3300]
  1570. Aerial Mobility 0.025 -> 0.0525 [333C]
  1571. Maximum Horizontal Air Velocity 0.86 -> 0.94 [3344]
  1572.  
  1573. Attack13 - more knockback (Brawl)
  1574.  
  1575. All hitboxes
  1576. BKB 10 -> 30
  1577. KBG 100 -> 95
  1578.  
  1579. AttackDash - less cooldown, hitboxes moved toward his right leg
  1580.  
  1581. Hitbox1:
  1582. Bone 1 -> 55
  1583. Size 600 -> 800 / 200 -> 700 (weak)
  1584. X-offset -100 -> 0
  1585. Y-offset 500 -> 0
  1586. Z-offset 0 -> 400
  1587.  
  1588. IASA 38 -> 34 [419F]
  1589.  
  1590. AttackS3Lw - fixed knockback goof, lower send angle
  1591.  
  1592. All hitboxes: ANG 361 -> 30, WKB 1 -> 0
  1593.  
  1594. AttackHi3 - less cooldown
  1595.  
  1596. IASA 30 -> 26 [434F]
  1597.  
  1598. AttackLw3 - less cooldown
  1599.  
  1600. IASA 35 -> 20 [43E3]
  1601.  
  1602. AttackS4Hi - outer flubspot as powerful as sweetspot
  1603.  
  1604. Hitbox1
  1605. DMG 15 -> 19
  1606. KBG 96 -> 95
  1607.  
  1608. AttackS4S - outer flubspot as powerful as sweetspot
  1609.  
  1610. Hitbox1
  1611. DMG 11 -> 18
  1612. KBG 96 -> 95
  1613.  
  1614. AttackS4Lw - puter flubspot as powerful as sweetspot
  1615.  
  1616. Hitbox1
  1617. DMG 13 -> 17
  1618. KBG 96 -> 95
  1619.  
  1620. AttackAirN - stronger knockback on strong hitbox, more growth
  1621.  
  1622. Strong hitbox
  1623. BKB 20 -> 25
  1624. KBG 100 -> 112
  1625.  
  1626. AttackAirF - hitboxes now spike, significantly less endlag, autocancel also occurs sooner
  1627.  
  1628. All hitboxes
  1629. ANG 280 -> 290
  1630.  
  1631. Autocancel 43 [48EF]
  1632. IASA 60 [48FB]
  1633.  
  1634. AttackAirB - KBG up: makes attack a more potent edgeguard move
  1635.  
  1636. KBG 100 -> 105
  1637.  
  1638. AttackAirHi - IASA reduced to boost aerial neutral game and combo ability
  1639.  
  1640. IASA 30 -> 24 [tentative] [49E3]
  1641.  
  1642. AttackAirLw - values tweaked to connect better; lowered IASA to allow easier follow-ups [work in progress]
  1643.  
  1644. ANG 94 -> 80
  1645. KBG 100
  1646. WKB 30
  1647. BKB 0
  1648.  
  1649. IASA 38 -> 33 [4A7F]
  1650.  
  1651. SpecialLwAir: recovery from Down-B slightly improved
  1652.  
  1653. 349C - Down B horizontal momentum in air: 0.5 -> 1.4 : 3F 00 00 00 -> 3F B3 33 33
  1654.  
  1655. 34B4 - Maximum vertical momentum gained from tapping B: 1.4 -> 1.55 /: 3F B3 33 33 -> 3F C6 66 66
  1656.  
  1657. ---------------------------
  1658. Mewtwo (uses PAL .dat)
  1659.  
  1660. Attributes
  1661. Dash Initial Velocity 1.4 -> 1.7 [376C]
  1662. Run Initial Velocity 1.4 -> 1.75 [3778]
  1663. Weight 85 -> 98 [37D8]
  1664. Shield Size 16.25 -> 20.31 [37E0]
  1665.  
  1666. Jump Start-up Lag (5 -> 4) [3788]
  1667.  
  1668. F-Air Landing Lag 25 -> 18 [383C]
  1669. B-Air Landing Lag 28 -> 16 [3840]
  1670. U-Air Landing Lag 20 -> 16 [3844]
  1671. D-Air Landing Lag 28 -> 20 [3848]
  1672.  
  1673. EscapeN - more invincibility frames to offset long spotdodge animation
  1674.  
  1675. Body State Normal on Frame 22 -> 33 [41EB] {reverted}
  1676.  
  1677. IASA 29 -> 37 [41F3] - (IASA for spotdodges don't work in Melee anyway) {reverted}
  1678.  
  1679.  
  1680. Attack11 - outer jab hitbox enlarged to better match graphic effect; can force jab resets on smaller characters now:
  1681.  
  1682. Hitbox1: Size 1300 -> 2000
  1683.  
  1684. Smaller hand hitbox removed in order to allow new commands:
  1685.  
  1686. Attack now hits Frame: 8 -> 8-9
  1687. IASA 29 -> 16
  1688.  
  1689. AttackDash - hitboxes larger
  1690.  
  1691. Hitbox0: Size 400 -> 1200
  1692. Hitbox1: Size 400 -> 1200
  1693. Hitbox2: Size 1150 -> 1550
  1694.  
  1695. AttackS3(All): Removed tail sweetspot system; all hitboxes are 'strong'
  1696.  
  1697. S3Hi/S/Lw:
  1698.  
  1699. Hitbox1
  1700. BKB 10 -> 20
  1701. DMG 8 -> 10
  1702.  
  1703. Hitbox2
  1704. BKB 0 -> 20
  1705. DMG 5 -> 10
  1706.  
  1707. AttackHi3: Removed tail sweetspot system; move is made into a juggle starter
  1708.  
  1709. Frame 6 Hitboxes
  1710.  
  1711. Hitbox0
  1712. BKB 0 -> 40
  1713. KBG 115 -> 110
  1714. SFX 2 -> 34
  1715.  
  1716. Hitbox1
  1717. BKB 70 -> 40
  1718. DMG 8 -> 10
  1719. KBG 114 -> 110
  1720.  
  1721. Hitbox2
  1722. BKB 70 -> 40
  1723. DMG 6 -> 10
  1724. KBG 114 -> 110
  1725.  
  1726. Hitbox3
  1727. DMG 5 -> 10
  1728. ANG 361 -> 110
  1729. BKB 0 -> 40
  1730. KBG 80 -> 110
  1731. SFX 2 -> 34
  1732.  
  1733. Normal Hitboxes
  1734.  
  1735. Hitbox1
  1736. DMG 8 -> 10
  1737. BKB 60 -> 40
  1738. KBG 114 -> 110
  1739.  
  1740. Hitbox2
  1741. DMG 6 -> 10
  1742. BKB 50 -> 40
  1743. KBG 114 -> 110
  1744. SFX 34 -> 66
  1745.  
  1746. Hitbox3
  1747. DMG 5 -> 10
  1748. BKB 40
  1749. KBG 114 -> 110
  1750. SFX 02 -> 66
  1751.  
  1752. AttackLw3 (removed tail sweetspot system; damage assimilated)
  1753.  
  1754. Hitbox1
  1755. DMG 8 -> 9
  1756.  
  1757. Hitbox2
  1758. DMG 5 -> 9
  1759.  
  1760. AttackS4 - more powerful, larger hitboxes
  1761.  
  1762. flub hitbox (Hitbox0)
  1763. Size 1000 -> 1400
  1764. DMG 12 -> 18
  1765. KBG: 80 -> 100
  1766.  
  1767. Sweetspot (Hitbox1)
  1768. Size 1250 -> 1650
  1769. BKB: 21 -> 30
  1770. KBG: 75 -> 100
  1771.  
  1772. AttackHi4
  1773. +4 DMG to each finale hitbox (quicker KO to compensate for staled DMG) [DMG 10 -> 13]
  1774.  
  1775. AttackLw4 - damage addition = much stronger
  1776. +2 DMG to each hitbox (15->17)
  1777.  
  1778. AttackAirN: Reworked to provide more range coverage
  1779.  
  1780. Looping hitboxes
  1781. 1 DMG hitboxes now do 2 DMG each
  1782. All the hitboxes increased (Size 600 -> 850)
  1783. Graphic Effect changed to denote range better
  1784.  
  1785. 4BA8-4BCF
  1786. CC BB -- -- TT TT -- -- -- -- YY YY XX XX ZR ZR YR YR XR XR
  1787. 28 00 00 00 03 e9 00 00 00 00 03 e8 00 00 05 DC 05 DC 05 DC
  1788. 28 00 00 00 04 12 00 00 00 00 03 e8 00 00 05 DC 05 DC 05 DC
  1789.  
  1790. Finale hitbox
  1791. Size 2800 -> 3400
  1792.  
  1793. AttackAirF - hitbox lingers slightly longer
  1794. Hitbox Removal from frame 8 -> 13 [4C7B]
  1795.  
  1796. AttackAirB: Removed tail sweetspot system; made into as gimp move
  1797.  
  1798. Hitbox2:
  1799. BKB 0 -> 20
  1800. DMG 13 -> 12
  1801. KBG 100
  1802.  
  1803. Hitbox1:
  1804. BKB 0 -> 20
  1805. DMG 11 -> 12
  1806. KBG 100
  1807.  
  1808. Hitbox0:
  1809. BKB 0 -> 20
  1810. DMG 9 -> 12
  1811. KBG 100
  1812.  
  1813. AttackAirHi:
  1814. BKB 0 -> 10 on all hitboxes
  1815.  
  1816. Tail hits full in an arc now
  1817.  
  1818. Hitbox Activation: Asynch frame 9 -> 8 [4D37]
  1819. Hitbox Removal: Synch frame 3 -> 6 [4d87]
  1820.  
  1821. AttackAirLw:
  1822. ANG 270 -> 290 on all hitboxes (spikes now)
  1823.  
  1824. Autocancel and IASA moved down 10 frames
  1825.  
  1826. Autocancel Asynch 45 -> 35 [4E23]
  1827. IASA Asynch 47 -> 37 [4E2B]
  1828.  
  1829. LandingAirN - stats changed to help with comboability
  1830.  
  1831. 4E68-4E7B
  1832.  
  1833. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  1834. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  1835. 2C 00 00 04 0E 10 00 00 07 08 FE 0C 2D 11 80 13 1E 08 01 1F
  1836.  
  1837. Size 3000 -> 3600
  1838. ANG 361 -> 90
  1839. BKB 60
  1840. DMG 4
  1841. KBG 70
  1842.  
  1843. Catch - Outer range increased on standing grab
  1844.  
  1845. Hitbox0 [catchbox]
  1846. Size 1100 -> 1400
  1847. X-Offset 2600 -> 3000
  1848.  
  1849. Hitbox1
  1850. Size 900 -> 1300
  1851.  
  1852. CatchDash - Outer range increased
  1853. Size 1100 -> 1400
  1854. X-Offset 3000 -> 3000
  1855.  
  1856. Hitbox2 [catchdash] reactivated:
  1857. Size 0 -> 1400
  1858. X-Offset 1000 -> 2600
  1859.  
  1860. ThrowF - Shadow Balls send further away, SFX changed to Mewtwo's Taunt laugh.
  1861.  
  1862. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  1863. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  1864. 2C 00 40 01 09 C4 00 00 00 00 00 00 1B 28 00 00 14 36 00 23
  1865.  
  1866. 3EB4
  1867. DMG 1
  1868. KBG 100 -> 160
  1869. BKB 40
  1870.  
  1871. Laughing SFX: 44 08 00 00 00 03 0D 41 00 00 7F 40
  1872. Normal Fthrow SFX (frame 18): 44 00 00 00 00 03 0D 92 00 00 7F 40 [5EF8]
  1873.  
  1874. SpecialHi:
  1875.  
  1876. Invincibility now on frame 8 -> 4; graphic effect still intact
  1877.  
  1878. 0x9294: Update data table 3B38 -> 70A0
  1879. 0x3BA2: Redirected air version's Goto command to 70A0
  1880. 0x70C0: Command list starts here
  1881.  
  1882. SpecialLw - hitbox sizes increased to match flash effect, does more damage, knockback stats scaled to accomodate
  1883.  
  1884. DMG 1 -> 12
  1885. Size 600 -> 1600
  1886. ANG 361
  1887. KBG 100 -> 50
  1888. BKB 100 -> 90
  1889. Element 30 [Disabled]
  1890.  
  1891. 2C 00 00 0C 06 40 00 00 00 00 00 00 B4 8C 80 00 2D 30 00 1F
  1892.  
  1893. ---------------------------
  1894. Ness (1.00 .dat)
  1895.  
  1896. Attributes
  1897. Dash Initial Velocity 1.3 -> 1.485 [34FC]
  1898. Run Initial Velocity 1.4 -> 1.625 [3508]
  1899.  
  1900. Aerial Mobility 0.04 -> 0.09 (Brawl) [3544]
  1901. Max Aerial Horizontal Velocity 0.93 -> 0.9588 (Brawl) [354C]
  1902.  
  1903. Attack13 - base knockback higher to amplify move's GTFO capabilities.
  1904.  
  1905. All hitboxes
  1906. BKB 16 -> 40 (Brawl)
  1907.  
  1908. AttackDash - reworked to connect better; finale sets up for follow up
  1909.  
  1910. Hitboxes now out for 4 frames instead of 1 frame each
  1911. Hitbox call timers changed to Asynch (hit times still the same) for easier tweaking [for me]
  1912.  
  1913. 48DC - Hitbox removal Synch frame 1 -> 4
  1914. 48E4 - Second hit timer 04 00 00 06 now 08 00 00 0F
  1915. 4917 - Hitbox removal Synch frame 1 -> 4
  1916. 491C - Third hit timer 04 00 00 06 now 08 00 00 16
  1917. 494F - Hitbox removal Synch frame 1 -> 4
  1918.  
  1919. First Hit:
  1920. Hitbox0:
  1921. BKB 60 -> 0
  1922. KBG 70 -> 100
  1923. WKB 0 -> 60
  1924.  
  1925. Hitbox1: Air-only hitbox modified to be safer
  1926. ANG 100 -> 361
  1927. BKB 60 -> 60
  1928. KBG 70
  1929. WKB 0
  1930.  
  1931. Hitbox2: Reworked to act like ground-only hitbox (hits both air/ground)
  1932. ANG 361 -> 0
  1933. BKB 18 -> 0
  1934. WKB 0 -> 60
  1935. SDMG 0 -> 1
  1936.  
  1937. Second Hit:
  1938. ANG 20 -> 0
  1939. BKB 0 -> 60
  1940. KBG 60 -> 0
  1941. WKB 60 -> 0
  1942.  
  1943. 2C 00 00 04 03 E8 00 00 04 B0 11 94 00 00 00 01 1E 08 04 9F
  1944.  
  1945. Third Hit:
  1946. Size 1000 -> 1400
  1947. BKB 70 -> 80
  1948. KBG 100 -> 68
  1949.  
  1950. AttackHi3 - better for positional set-ups; less cooldown
  1951. BKB 42 -> 55
  1952. KBG 126 -> 100
  1953.  
  1954. IASA 32 -> 24 [4ABB]
  1955.  
  1956. AttackS4S - Increased knockback growth, less cooldown
  1957.  
  1958. All hitboxes
  1959. KBG 62 -> 72
  1960.  
  1961. IASA 50 -> 42 [4C0B]
  1962.  
  1963. AttackHi4 - bigger hitbox, CC-breaker move, NO LONGER CLANKS
  1964.  
  1965. Frame 12 (Initial Hitbox) [4CC8-4CDB]
  1966. Size 600 -> 1000
  1967. ANG 70 -> 80 -> 70
  1968. BKB 80 -> 26 -> 110
  1969. DMG 9 -> 17 -> 12
  1970. KBG 80 -> 108 -> 70
  1971.  
  1972. Frame 13 (Yo-Yo Charge) [4D04-4D17]
  1973. - original strong Yo-Yo stats with less growth; sends horizontally now
  1974.  
  1975. Size 500 -> 1100
  1976. ANG 85 -> 361
  1977. BKB 20 -> 80
  1978. DMG 4 -> 9
  1979. KBG 50 -> 80 -> 50
  1980.  
  1981. Frame 14 (Normal Swing) [4D20-4D33]
  1982. Size 600 -> 1000
  1983. ANG 85 -> 80 -> 85
  1984. BKB 60 -> 26 -> 110
  1985. DMG 6 -> 17 -> 12
  1986. KBG 45 -> 108 -> 70
  1987.  
  1988. Frame 15 (Normal Swing) [4CE4-4CF7]
  1989. Size 600 -> 1000
  1990. BKB 60 -> 26 -> 110
  1991. DMG 6 -> 17 -> 12
  1992. KBG 45 -> 108 -> 70
  1993.  
  1994. IASA + Article Removal Asynch frame 59 -> 49 [4D8F]
  1995.  
  1996. AttackLw4 - Bigger hitbox; horizontal GTFO move; NO LONGER CLANKS
  1997.  
  1998. Frame 12 Hitbox (Initial Hitbox) [4DDC-4DEF]
  1999.  
  2000. Size 600 -> 1000
  2001. ANG 70 -> 361
  2002. BKB 70 -> 30 -> 70
  2003. DMG 11 -> 16 -> 13
  2004. KBG 80 -> 100 -> 75
  2005.  
  2006. Frame 13 Hitbox (Hitbox mask post-charge) [4E04-4E17]
  2007.  
  2008. Size 600 -> 1000
  2009. ANG 70 -> 361
  2010. BKB 70 -> 30 -> 70
  2011. DMG 7 -> 16 -> 13
  2012. KBG 60 -> 100 -> 75
  2013.  
  2014. Frame 13 Hitbox (Yo-Yo Charging) [4E28-4E3B]
  2015.  
  2016. - changed knockback stats; lower angle for edgeguarding
  2017.  
  2018. Size 600 -> 1100
  2019. ANG 80 -> 361
  2020. BKB 20 -> 60
  2021. DMG 7 -> 9
  2022. KBG 50 -> 70
  2023.  
  2024. Frame 14 Hitbox (Yo-Yo movement) [4E48-4E5B]
  2025.  
  2026. Size 600 -> 1000
  2027. ANG 70 -> 361
  2028. BKB 70 -> 30 -> 70
  2029. DMG 7 -> 16 -> 13
  2030. KBG 60 -> 100 -> 75
  2031.  
  2032. AttackAirN - Brawl changes; stronger and safer, less cooldown
  2033.  
  2034. Strong hit
  2035. BKB 15 -> 20
  2036.  
  2037. Weak hit
  2038. BKB 0 -> 10
  2039.  
  2040. IASA 36 -> 28 [4F0B]
  2041.  
  2042. AttackAirF - More shield damage per hit; finale hitbox KB growth decreased to combo more consistently
  2043.  
  2044. Loop hitboxes
  2045. Hitbox0: SDMG 1 -> 3
  2046. Hitbox1: SDMG 1 -> 3
  2047. Final hit: SDMG 1 -> 4
  2048.  
  2049. KBG 135 -> 100
  2050.  
  2051. AttackAirB - strong hit angle sends lower
  2052.  
  2053. ANG 361 -> 32
  2054.  
  2055. Sweetspot lasts one more frame: Synch frame 2 -> 3 [503B]
  2056.  
  2057. AttackAirHi - IASA comes as soon as Ness does a complete midair flip
  2058.  
  2059. IASA 42 -> 34 [50BF]
  2060.  
  2061. ThrowF - given more knockback growth
  2062. KBG 10 -> 40
  2063.  
  2064. ThrowHi - should be able to combo better
  2065. BKB 105 -> 95
  2066.  
  2067. ThrowLw - better positioning; potential chaingrab
  2068. ANG 70 -> 90
  2069. BKB 90 -> 75
  2070. KBG 30 -> 50
  2071.  
  2072. .C .. .. .. .. A. G. .. .. BE
  2073. CT T- -D DD AA GG WW W- BB EQ R- --
  2074. 88 00 00 04 28 0C 80 00 25 8A 80 00
  2075.  
  2076. Catch - increased grab range [607B for timer]
  2077. +200 in size
  2078. +300 X-offset
  2079.  
  2080. CatchDash - increased grab range [60E7 for timer]
  2081. +200 in size
  2082. +300 X-offset
  2083.  
  2084. SpecialN - made faster and slightly more powerful, but less massive
  2085.  
  2086. - PK Flash no longer causes freefall after being used in-air, but you lose your second jump, so be careful!
  2087. - Horizontal movement now can reach slightly further
  2088. - Hitbox now matches explosion effect, but does not grow as large as before
  2089.  
  2090. 2C 00 00 01 10 CC 00 00 00 00 00 00 23 14 00 00 0A 08 00 A3
  2091.  
  2092. Size 2150 -> 4300
  2093. KBG 70 -> 80
  2094.  
  2095. 3668 - Cooldown lag from releasing PK Flash 25 -> 15 frames
  2096. 3680 - PK Flash freefall disabled 30.0 -> 0.0
  2097. 3CA8 - PK Flash horizontal momentum 3.0 -> 16.0
  2098. 3CB0 - Control sensitivity 0.01 -> 0.05
  2099. 3CB4 - Gravity 0.02 -> 0.04
  2100. 3CC0 - Detonation Timer 20.0 -> 15.0
  2101.  
  2102. 3D84 - Initial Size multiplier 0.3 -> 0.3
  2103. 3D88 - Finale size multiplier 1.7 -> 1.43 (?) 3FB70A3D
  2104.  
  2105.  
  2106. SpecialS - less landing lag and can be used to zone and pressure now
  2107.  
  2108. - Landing Lag 30 -> 5 frames
  2109. - Select pillar hitboxes bigger
  2110.  
  2111. 3E70 -
  2112.  
  2113. 3684 - aerial PK Fire trajectory BF 29 C9 1F -> BF 0A 3D 71
  2114. 369C - PK Fire landing lag 30.0 -> 5.0
  2115. 3F30 - PK Fire pillar lifetime - 100.0
  2116.  
  2117. Initial PK Fire pillar hitbox: Size 700 -> 1400 (3F3C)
  2118. Third PK Fire pillar hitbox: Size 800 -> 1400 (3F74)
  2119.  
  2120. -PK Fire projectile hitbox-
  2121. 3E70
  2122.  
  2123. DMG 2
  2124. Size 550
  2125. ANG 160
  2126. KBG 50 -> 0
  2127. BKB 40
  2128.  
  2129. -PK Fire pillar initial blast hitbox 1-
  2130. 3F3C
  2131.  
  2132. DMG 3
  2133. Size 700
  2134. ANG 90
  2135. KBG 50
  2136. BKB 10
  2137.  
  2138. Hitbox disabled: 3F4F: 3 -> 0
  2139.  
  2140. -PK Fire pillar loop hitbox 1-
  2141. 3F5C
  2142.  
  2143. DMG 2 -> 3
  2144. Size 1400
  2145. ANG 93
  2146. KBG 50 -> 0
  2147. BKB 24
  2148.  
  2149. -PK Fire pillar loop hitbox 2-
  2150. 3F74
  2151.  
  2152. DMG 2
  2153. Size 800
  2154. ANG 93
  2155. KBG 50 -> 0
  2156. BKB 24
  2157.  
  2158. 3F97: loop hitboxes reoccur in one frame at start of new iteration as opposed to per 2 frames (2 -> 1)
  2159.  
  2160. SpecialLw - PSI Magnet has less cooldown
  2161. 36D8 - Forced held frames of PSI Magnet reduced 30.0 -> 5.0 frames
  2162.  
  2163. SpecialHi stuff - PKT2 covers greater distance and easier to aim
  2164.  
  2165. 36C0 - PKT2 deceleration rate decreased 0.072 -> 0.056 3D 93 74 BC -> 3D 66 66 66
  2166. 4054 - PKT Turning Control radius increased 6.0 -> 8.0 (Brawl)
  2167.  
  2168. PKT2 Hitbox now on Ness's head:
  2169.  
  2170. 2C 00 C0 19 05 AA 00 00 03 84 00 00 B4 94 00 13 29 88 01 1F
  2171. 2C 00 C0 14 03 E8 00 00 03 84 00 00 B4 91 80 13 1B 88 01 1F
  2172.  
  2173. knockback stats adjusted to Brawl's (sweetspot hits like a Falcon Punch)
  2174. DMG 25: BKB 60 -> 83, KBG 70 -> 80
  2175. DMG 20: BKB 45 -> 55, KBG 65 -> 70
  2176.  
  2177. ---------------------------
  2178. Pikachu (1.00 .dat)
  2179.  
  2180. Attributes
  2181. F-Air Landing Lag 20 -> 13 [3670]
  2182. B-Air Landing Lag 30 -> 20 [3674]
  2183. U-Air Landing Lag 26 -> 22 [3678]
  2184. D-Air Landing Lag 40 -> 25 [367B]
  2185.  
  2186. [359C] Friction 0.09 -> 0.07
  2187. [3614] Shield size 12 -> 14
  2188.  
  2189. AttackDash - less cooldown
  2190.  
  2191. IASA Frame 50 -> 40 [434B]
  2192.  
  2193. AttackS3Hi
  2194.  
  2195. DMG 9 -> 11
  2196.  
  2197. AttackS3S
  2198.  
  2199. DMG 8 -> 10
  2200.  
  2201. AttackS3Lw
  2202.  
  2203. DMG 7 -> 9
  2204.  
  2205. AttackHi3
  2206.  
  2207. Hitbox0 and Hitbox1
  2208. DMG 7 -> 9
  2209. KBG 124 -> 104
  2210.  
  2211. Hitbox2
  2212. DMG 6 -> 8
  2213. KBG 124 -> 104
  2214.  
  2215. AttackLw3
  2216.  
  2217. DMG 7 -> 9
  2218.  
  2219. AttackS4
  2220.  
  2221. Frame 16 sweetspot hitbox moved outside Pikachu's head into electric effect, size increased
  2222.  
  2223. Size 740 -> 1363
  2224. X-offset 2300 -> 3900
  2225.  
  2226. Hitbox removal Synch frame 2 -> 3 (total duration 16-24...) [TEST] [4697]
  2227.  
  2228. - Note: electricity effect lasts until frame 32...
  2229.  
  2230. AttackHi4 - flub hit stronger (safer if it hits), so you too can be lame as Fox.
  2231.  
  2232. All hitboxes
  2233. ANG 40
  2234. BKB 5 -> 20
  2235. DMG 7 -> 11
  2236. KBG 48 -> 100
  2237.  
  2238. AttackLw4 - should connect much better
  2239.  
  2240. Hitbox0 and Hitbox1:
  2241.  
  2242. Size 1200 -> 1500
  2243. ANG 170 -> 190
  2244. BKB 70 -> 0
  2245. KBG 30 -> 100
  2246. WKB 0 -> 44
  2247.  
  2248.  
  2249. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  2250. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  2251. 2C 00 00 02 05 DC 00 00 06 40 F8 30 5F 19 05 90 00 08 00 9F
  2252. 2C 80 00 02 05 DC 00 00 06 40 07 D0 5F 19 05 90 00 08 00 9F
  2253.  
  2254. Hitbox2 (center hitbox)
  2255.  
  2256. Size 600 -> 1200
  2257.  
  2258. AttackAirF - can combo into grab/Usmash and connects better; also does shield damage
  2259.  
  2260. ANG 361 > 76
  2261. KBG 100 -> 32
  2262. WKB 30 -> 0
  2263. BKB 0 -> 38
  2264. SDMG 0 -> 3
  2265.  
  2266. Autocancel Synch frame 8 -> 2 (frame 28) [4A23]
  2267. IASA: 40 -> 30 [4A2B]
  2268.  
  2269. AttackAirB - sweetspot hitboxes made more powerful
  2270.  
  2271. Strong hitboxes
  2272. DMG 12 -> 14
  2273. BKB 20 -> 25
  2274.  
  2275. AttackAirHi - Vertical sending hitbox stats altered
  2276.  
  2277. All hitboxes
  2278.  
  2279. Section 1
  2280. BKB 100 -> 85
  2281. KBG 60 -> 65
  2282.  
  2283. 2C 01 78 04 03 E8 00 00 00 00 00 00 41 0f 00 13 28 00 00 0B
  2284. 2C 81 90 04 04 B0 01 2C 01 2C 00 00 41 0f 00 13 28 00 00 0B
  2285.  
  2286. LandingAirLw - Dair landing hitbox sends upwards for combo potential
  2287.  
  2288. [4C68-4C8F]
  2289. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  2290. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  2291. 2C 00 70 04 05 FD 00 00 02 29 00 7F 1E 0D C0 13 2D 08 01 1F
  2292. 2C 80 20 04 04 FE 00 00 00 00 00 00 1E 0D C0 13 2D 08 01 1F
  2293.  
  2294. DMG 4
  2295. ANG 361 -> 60
  2296. BKB 0 -> 90
  2297. KBG 100 -> 55
  2298. WKB 30 -> 0
  2299.  
  2300. DownForwardU: forward roll from a back plant now tied to 19 frames of invincibility over 14 (worst tied with Pichu and Samus); now tied to second "worst."
  2301.  
  2302. Asynchronous Frame 15 -> 20 [5497]
  2303.  
  2304. ThrowF - more damage on final throw to improve knockback
  2305.  
  2306. DMG 2 -> 5
  2307. KBG 110
  2308.  
  2309. SpecialS (both) - Skull Bash inital velocity: 1.4 -> 1.55 [3744]
  2310.  
  2311. SpecialLw - made to kill more reliably [test]
  2312. Thunder projectile hit DMG 10 -> 12
  2313.  
  2314. ---------------------------
  2315. Samus (1.00 .dat)
  2316.  
  2317. Attributes -
  2318.  
  2319. Hop V Initial Velocity 1.7 [34D0]
  2320. Jump V Initial Velocity 2.1 [34C4]
  2321.  
  2322. Attack11 - less cooldown
  2323.  
  2324. IASA 18 -> 14 [475F]
  2325.  
  2326. Attack12 - stats taken from Brawl; more knockback
  2327.  
  2328. all hitboxes
  2329. BKB 15 -> 30
  2330. KBG 100 -> 90
  2331.  
  2332. IASA 30 -> 25 [47B3]
  2333.  
  2334. AttackLw3: less cooldown
  2335.  
  2336. IASA 43 -> 40 [4AF7]
  2337.  
  2338. AttackHi4 - reworked to connect better
  2339.  
  2340. Animation swap:
  2341.  
  2342. 7FF4:
  2343.  
  2344. 00 00 00 00 00 00 09 68 00 05 33 A0 00 00 35 BF 00 00 4C 64 00 00 00 0D
  2345.  
  2346. into
  2347.  
  2348. 00 00 00 00 00 00 1F 8C 00 14 5C 80 00 00 1F 8D 00 00 4C 64 00 00 00 0D
  2349.  
  2350. 4CC0-4CE7
  2351. Frames: 9-10
  2352.  
  2353. foot hitboxes
  2354. ANG 140
  2355. DMG 2
  2356. BKB 0
  2357. KBG 100
  2358. WKB 94
  2359.  
  2360. 4C84-4E93:
  2361.  
  2362. "Strong finale" hitbox covers Samus's cannon and body
  2363. Frames: 13-16
  2364. ANG 90
  2365. BKB 40 -> 50
  2366. DMG 17
  2367. KBG 95 -> 85
  2368. SDMG 12
  2369.  
  2370. Frames 17-21
  2371. "Weak residual" cannon hitboxes; body hitboxes disappear
  2372. Frames: 13-16
  2373. ANG 90
  2374. BKB 50
  2375. DMG 10
  2376. KBG 85
  2377. SDMG 0
  2378.  
  2379. Catch/CatchDash/"Extenders": Grapple Beam can now grab airborne foes
  2380.  
  2381. SpecialN - Samus no longer loses her Charge Beam charge from being hit out of Up-B
  2382.  
  2383. SpecialS - Homing Missiles improved
  2384.  
  2385. 403C - Homing Missile duration (frames): 110 -> 150: 42 DC 00 00 -> 43 16 00 00
  2386.  
  2387. 4040 - Homing missile deceleration point 60 -> 80: 42 70 00 00 -> 42 A0 00 00
  2388.  
  2389. 4050 - Homing capability. Higher value = better homing: 0.019198623 -> .2: 3C 9D 46 6E -> 3E 4C CC CD
  2390.  
  2391. ---------------------------
  2392. Yoshi (1.00 .dat)
  2393.  
  2394. Attributes
  2395. Run Initial Velocity 1.6 -> 1.68 (Brawl) [3384]
  2396.  
  2397. Aerial Mobility 0.028 -> 0.07 (Brawl) -> 0.049 [33C0]
  2398. Max Horizontal Air Velocity 1.2 -> 1.316 (Brawl) [33C8]
  2399.  
  2400. Weight 108 -> 111 (NTSC-U -> PAL) [33E4]
  2401.  
  2402. Changed to Brawl's landing lag (even less lag on L-cancel)
  2403. F-Air Landing Lag 21 -> 16 [3448]
  2404. U-Air Landing Lag 19 -> 14 [3450]
  2405. D-Air Landing Lag 26 -> 24 [3454]
  2406.  
  2407. AttackS3Hi/S/Lw - increase KBG by +20 for greater knockback
  2408.  
  2409. All hitboxes
  2410. KBG 80 -> 100
  2411.  
  2412. AttackHi3 - increased damage and hitbox size
  2413.  
  2414. All hitboxes
  2415. DMG 10 -> 11
  2416.  
  2417. Hitbox0: Size 1300 -> 1690
  2418. Hitbox1: Size 1000 -> 1300
  2419. Hitbox2: Size 1200 -> 1560
  2420.  
  2421. AttackS4
  2422. - ported PAL change: increased damage on F-Smash (+1)
  2423.  
  2424. All hitboxes
  2425. DMG 16 -> 17
  2426.  
  2427. AttackHi4
  2428. - damage increased
  2429. - hitboxes and head invincibility last one more frame
  2430. - less cooldown
  2431.  
  2432. All hitboxes
  2433. DMG 14 -> 16
  2434. BKB 26 -> 30
  2435.  
  2436. Hitbox removal Synch frame 5 -> 6 [4647]
  2437. IASA 40 -> 36 [4653]
  2438.  
  2439. AttackLw4
  2440. - less cooldown (Brawl)
  2441.  
  2442. IASA 50 -> 47 [47BF]
  2443.  
  2444. AttackAirN - Outer foot hitbox size increased to match...foot size
  2445.  
  2446. Hitbox0: Size 900 -> 1400
  2447.  
  2448. AttackAirB - hits now link better?
  2449.  
  2450. Hit 1:
  2451.  
  2452. ANG 60
  2453. BKB 10 -> 40
  2454. DMG 7
  2455. KBG 100 -> 30
  2456.  
  2457. Hit 2:
  2458.  
  2459. ANG 60
  2460. BKB 10 -> 40
  2461. DMG 6
  2462. KBG 100 -> 30
  2463.  
  2464. Hit 3:
  2465.  
  2466. ANG 60
  2467. BKB 10 -> 40
  2468. DMG 5
  2469. KBG 100 -> 30
  2470.  
  2471. Hit 4:
  2472.  
  2473. ANG 60
  2474. BKB 40
  2475. DMG 4 -> 8
  2476. KBG 100
  2477.  
  2478. AttackAirHi - increased damage
  2479.  
  2480. All hitboxes
  2481. DMG 13 -> 14
  2482.  
  2483. AttackAirLw - angles changed to spike
  2484.  
  2485. All hitboxes
  2486. ANG 270 -> 290
  2487.  
  2488. Catch/CatchDash - grab boxes both set to work on airborne foes too
  2489.  
  2490. Catch - frames out longer until Yoshi recedes tongue (Brawl)
  2491.  
  2492. Hitbox removal Synch Frame 4 -> 9 [5CCF]
  2493.  
  2494. CatchDash - frames out longer until Yoshi recedes tongue (Brawl)
  2495.  
  2496. Hitbox removal Synch Frame 6 -> 13 [5D6F]
  2497.  
  2498. ThrowF - changed to grow stronger at higher percents; lower angle
  2499.  
  2500. ANG 45 -> 30
  2501. BKB 40 -> 15
  2502. DMG 6 -> 8
  2503. KBG 66 -> 100
  2504.  
  2505. .C .. .. .. .. A. G. .. .. BE
  2506. CT T- -D DD AA GG WW W- BB EQ R- --
  2507. 88 00 00 08 0F 19 00 00 07 82 20 00
  2508.  
  2509. ThrowB - changed to stronger Brawl throw; lower angle
  2510.  
  2511. ANG 45 -> 35
  2512. BKB 40 -> 55
  2513. DMG 6 -> 7
  2514.  
  2515. .C .. .. .. .. A. G. .. .. BE
  2516. CT T- -D DD AA GG WW W- BB EQ R- --
  2517. 88 00 00 07 11 90 80 00 1B 82 20 00
  2518.  
  2519. ThrowLw - angle slightly adjusted
  2520.  
  2521. ANG 80 -> 84
  2522.  
  2523. ThrowHi - made comboable
  2524.  
  2525. BKB 60 -> 76
  2526. KBG 43 -> 70
  2527.  
  2528. .C .. .. .. .. A. G. .. .. BE
  2529. CT T- -D DD AA GG WW W- BB EQ R- --
  2530. 88 00 00 05 2D 11 80 00 26 02 20 00
  2531.  
  2532. SpecialN - better for damage-racking; opponent vulnerable to follow-ups on breakout
  2533.  
  2534. 34F8 - Damage multiplier when egged 0.5 -> 0.8
  2535. 3518 - Enemy invincibility upon breaking out of egg (frames) 14 -> 1
  2536.  
  2537. DMG of successful egg lay 7 -> 10
  2538.  
  2539. 88 00 00 0A B4 99 00 00 00 00 20 00
  2540.  
  2541. SpecialS - added recovery option
  2542. - less cooldown (90 -> 40 frames cooldown)
  2543. - slightly less gravity to aid recovery
  2544. - initial horizontal boost
  2545. - no more free fall
  2546.  
  2547. 352C - Minimum length in egg roll (frames) 50 -> 0
  2548. 3538 - Initial horizontal speed 0.0 -> 2.0
  2549. 3550 - Egg Gravity 3.0 -> 2.4
  2550. 3570 - Air Acceleration 1.6 -> 1.84
  2551. 35C8 - Egg Roll freefall disabled 30.0 -> 0
  2552.  
  2553. SpecialSLoop [Ground] - double hitbox size inside egg to better match egg shape
  2554.  
  2555. Hitbox0:
  2556. Size 700 -> 1400
  2557.  
  2558. SpecialSLoop [Air] - double hitbox size inside egg to better match egg shape
  2559.  
  2560. Hitbox0:
  2561. Size 700 -> 1400
  2562.  
  2563. ---------------------------
  2564. Zelda (uses 1.00 .dat)
  2565.  
  2566. Attributes
  2567.  
  2568. 380c Friction 1 -> 0.065 (longer wavedash, harder to waveshine)
  2569. 3810 Dash Initial Velocity 1.1 -> 1.3
  2570. 381C Run Initial Velocity 1.1 -> 1.36
  2571. 382C jump start-up lag 6 -> 5
  2572.  
  2573. 3858 Aerial Mobility 0.038 -> 0.09 (Brawl) -> 0.064
  2574. 3860 Max Horizontal Air Velocity 0.95 -> 0.987 (Brawl)
  2575.  
  2576. Attack11: Does shield damage; final hit stronger
  2577.  
  2578. Loop hitboxes:
  2579. SDMG 0 -> 3 each
  2580.  
  2581. Final Hit:
  2582. DMG 2 -> 3, BKB 10 -> 20, KBG 100 -> 120, SDMG 0 -> 3
  2583.  
  2584. AttackDash: Stronger knockback; does shield damage
  2585.  
  2586. Strong hitbox1: BKB 50 -> 70
  2587. Weak hitboxes: BKB 20 -> 50
  2588. SDMG 0 -> 3
  2589.  
  2590. AttackS3 S/Hi/Lw - outer hitbox extended to improve space control
  2591.  
  2592. Hitbox0: Z-Offset 0 -> 600
  2593.  
  2594. AttackLw3 - hitbox out longer; less cooldown (Brawl changes)
  2595.  
  2596. Hitbox Removal Asynch Frame: 8 -> 12 [4967]
  2597. IASA from 30 to 26 (497F)
  2598.  
  2599. AttackS4S - Reworked loop hitboxes
  2600.  
  2601. Hitbox0: ANG 160 -> 180
  2602. Hitbox1: ANG 60 -> 180, WKB 12 -> 35
  2603. Hitbox2: ANG 45 -> 180, WKB 11 -> 35
  2604. Hitbox3: ANG 30 -> 0, WKB 13 -> 30
  2605.  
  2606. AttackHi4 - Reworked hitbox ranges to connect better
  2607.  
  2608. Interval between loops decreased - Asynch Frame: 24 -> 21 [4BDF]
  2609.  
  2610. 4B7C and 4BF8
  2611.  
  2612. Both loops
  2613. Hitbox0: Size 700 -> 900
  2614. Hitbox1: Size 800 -> 1100, Y-Offset 3200 -> 2900
  2615. Hitbox2: Size 800 -> 1100, Y-Offset 3200 -> 2900
  2616. Hitbox3: Size 1200 -> 1500, Y-Offset 3000 -> 2500
  2617.  
  2618. Finale - 4C5C
  2619.  
  2620. Hitbox0: Size 1000 -> 1550, Y-offset 3800 -> 4000
  2621. Hitbox1: Size 1100 -> 1300, Y-Offset 3400 -> 3200
  2622. Hitbox2: Size 1100 -> 1300, Y-Offset 3400 -> 3200
  2623. Hitbox3: Size 1500 -> 1600
  2624.  
  2625. AttackLw4: Dsmash made slightly stronger; 1st hit identical to Brawl's
  2626.  
  2627. 1st hit DMG 11 -> 12, KBG 90 -> 95
  2628. 2nd hit KBG 80 -> 85
  2629.  
  2630. AttackAirN:
  2631. Made to connect more consistently; does shield damage,
  2632.  
  2633. larger hitboxes, range shifted slightly lower and inward
  2634.  
  2635. Given electric effect to weaken crouch cancelling
  2636.  
  2637. Hitbox0: X-offset -900 -> -1920; Y-Offset 1800 -> 2368
  2638. Hitbox1: X-offset 1500 -> 1518; Y-Offset 1600 -> 2016
  2639.  
  2640. Loop hitboxes
  2641. Hitbox0: Size 600 -> 832, ANG 130 -> 150, BKB 0 -> 55, KBG 100 -> 0, WKB 70 -> 0
  2642. Hitbox1: Size 600 -> 832, ANG 130 -> 150, BKB 0 -> 55, KBG 100 -> 0, WKB 70 -> 0
  2643. Hitbox2: Size 1000 -> 1152, ANG 90 -> 110, BKB 0 -> 78, KBG 90 -> 0, WKB 120 -> 0
  2644. Hitbox3: Size 1000 -> 1152, ANG 90 -> 240, BKB 0 -> 45, KBG 90 -> 0, WKB 50 -> 0
  2645.  
  2646. each looping hit: SDMG 0 -> 2
  2647.  
  2648. Finale hit
  2649. Hitbox0 and Hitbox1: Size 600 -> 1024
  2650. Hitbox2 and Hitbox3: Size 1000 -> 1408
  2651.  
  2652. Hitbox0: X-offset -900 -> -1920; Y-Offset 1800 -> 2368
  2653. Hitbox1: X-offset 1500 -> 2099; Y-Offset 1600 -> 1307
  2654.  
  2655. All hitboxes: knockback stats adjusted
  2656.  
  2657. BKB 40 -> 30
  2658. KBG 130/120 -> 80
  2659.  
  2660. 0x4E58
  2661.  
  2662. AttackAirHi: Brawl version; made more powerful, hitbox matches explosion effect
  2663.  
  2664. DMG 13 -> 15, BKB 0 -> 30, KBG 120 -> 110
  2665.  
  2666. Size: 1400 -> 2400
  2667.  
  2668. AttackAirLw:
  2669.  
  2670. electric element and lightning kick SFX added; given Brawl sweetspot version and a weaker version for flub spot
  2671.  
  2672. Hitbox0: DMG 08 -> 16, BKB 0 -> 50, KBG 100 -> 90
  2673. Hitbox1: DMG 07 -> 14, BKB 0 -> 40
  2674.  
  2675. LandingAirN: landing hitboxes added to Zelda's arms
  2676.  
  2677. 0x83CE: Updated data table to 50D0 -> 6920
  2678.  
  2679. 0x6940: New commands start here
  2680.  
  2681. Hitboxes' stats:
  2682.  
  2683. Size 1456
  2684. DMG 5
  2685. ANG 100
  2686. BKB 0
  2687. KBG 100
  2688. WKB 54
  2689. SFX 7 (different from normal N-air SFX)
  2690.  
  2691. Catch:
  2692.  
  2693. Grab frame moved from 12 to 6 (6393)
  2694.  
  2695. Hitbox0: X-Offset 1800 -> 2400
  2696. Hitbox1: X-Offset 400 -> 1000
  2697.  
  2698. 2C 00 00 00 03 E8 00 00 09 60 09 60 B4 99 00 12 00 20 00 8B
  2699. 2C 80 00 00 03 20 00 00 09 60 03 E8 B4 99 00 12 00 20 00 8B
  2700.  
  2701. CatchDash:
  2702. - Grab frame moved from 12 to 9 (63FB)
  2703. - dash grab grab boxes made lower to be able to grab short/crouching characters
  2704.  
  2705. Hitbox0: X-Offset 2000 -> 3200, Y-offset 2200 -> 1400
  2706. Hitbox1: X-Offset 1200 -> 2400, Y-offset 2200 -> 1400
  2707. Hitbox1: X-Offset 400 -> 1200, Y-offset 2200 -> 1400
  2708.  
  2709. SpecialN: Nayru's Love hitboxes larger (+700 per hitbox) and connect better; finale hitboxes have slightly more knockback
  2710.  
  2711. TEST: Nayru's Love is invincible UP TO the second attack loop (start-up + first loop is invincible!)
  2712.  
  2713. Loop hitboxes
  2714. Hitbox0: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
  2715. Hitbox1: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
  2716. Hitbox2: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
  2717. Hitbox3: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
  2718.  
  2719. Finale hitboxes
  2720.  
  2721. 2C 00 00 05 08 98 00 00 05 DC FC 18 B4 99 00 11 1e 0C 01 23
  2722. 2C 80 00 05 08 98 00 00 05 DC 03 E8 B4 99 00 11 1e 0C 01 23
  2723. 2D 00 00 04 07 08 00 00 05 DC F4 48 B4 99 00 11 1e 0C 00 A3
  2724. 2D 80 00 04 07 08 00 00 05 DC 0B B8 B4 99 00 11 1e 0C 00 A3
  2725.  
  2726. Hitbox0:
  2727. Size 1500 -> 2200
  2728. BKB 50 -> 60
  2729.  
  2730. Hitbox1:
  2731. Size 1500 -> 2200
  2732. BKB 50 -> 60
  2733.  
  2734. Hitbox2:
  2735. Size 1100 -> 1800
  2736. BKB 40 -> 60
  2737.  
  2738. Hitbox3:
  2739. Size 1100 -> 1800
  2740. BKB 40 -> 60
  2741.  
  2742. SpecialS: Din's Fire flies faster and activates quicker
  2743.  
  2744. 3F00 Acceleration 0.06 -> 0.12
  2745.  
  2746. 3F04 ??? - 7.0 -> 40.0
  2747.  
  2748. 3F10 Max Angle of projectile movement 3F B2 B8 C2 -> 3F C6 66 66
  2749.  
  2750. 3F14 Frame lag from release 22 -> 7
  2751. 3FC4 Initial Hitbox Size muliplier 0.3 -> 1.0
  2752. 3FCC Initial Damage 3.0 -> 10.0
  2753. 3FD0 Damage Growth Rate 0.17 -> 0.14
  2754.  
  2755. Hitbox sends horizontally, acts as a KO projectile now, no longer causes freefall when used in the air
  2756.  
  2757. -Din's Fire-
  2758. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  2759. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  2760. 2C 00 00 01 07 08 00 00 00 00 00 00 B4 8F 00 00 14 04 00 A3
  2761.  
  2762. 3FE4
  2763. DMG 1
  2764. Size 1800
  2765. ANG 140 -> 361
  2766. KBG 60
  2767. BKB 40
  2768.  
  2769. 39AC - Landing Lag/Freefall 24 -> 0 [disables free fall]
  2770.  
  2771. ---------------------------
  2772. Young Link
  2773.  
  2774. D-Air Landing Lag 50 -> 40 [Toon Link change] (3698-369B)
  2775.  
  2776. Attack11: Connects better; less cooldown lag for mix-up ability
  2777.  
  2778. All hitboxes:
  2779. BKB 10 -> 16
  2780. KBG 60 -> 37
  2781.  
  2782. Hitbox0: ANG 361 -> 80
  2783. Hitbox3: ANG 361 -> 80
  2784.  
  2785. IASA 20 -> 16 (4A8F)
  2786.  
  2787. Attack12: Made to connect better, less cooldown for combo options
  2788.  
  2789. All hitboxes:
  2790. KBG 60 -> 20
  2791. BKB 10 -> 40
  2792.  
  2793. Hitbox0: ANG 361 -> 100
  2794. Hitbox1: ANG 361 -> 82
  2795. Hitbox2: ANG 361 -> 60
  2796. Hitbox3: ANG 361 -> 50
  2797.  
  2798. IASA 17 -> 13 (4B27)
  2799.  
  2800. Attack13: Slightly stronger base knockback
  2801.  
  2802. All hitboxes
  2803. BKB 10 -> 30
  2804.  
  2805. AttackDash: Makes it a semi-spike for stronger KO ability
  2806. Angles 361 -> 30
  2807.  
  2808. AttackS3: Strengthen the move to kill at higher %'s; lower angle
  2809.  
  2810. Hitbox0 and Hitbox 1:
  2811. BKB 5 -> 15
  2812.  
  2813. Hitbox 2 and 3:
  2814. BKB 2 -> 13
  2815.  
  2816. (All hitboxes) Angle 361 -> 35
  2817.  
  2818. AttackHi3
  2819. combos better at low percents
  2820.  
  2821. Hitbox0:
  2822. ANG: 85
  2823. BKB: 20 -> 50
  2824. DMG: 8 -> 9
  2825. KBG: 128 -> 100
  2826.  
  2827. Hitbox1:
  2828. ANG: 85
  2829. BKB: 20 -> 50
  2830. DMG: 8 -> 9
  2831. KBG: 126 -> 100
  2832.  
  2833. Hitbox2:
  2834. ANG: 85
  2835. BKB: 20 -> 50
  2836. DMG: 8 -> 9
  2837. KBG: 124 -> 100
  2838.  
  2839. Hitbox3:
  2840. ANG: 70 -> 95
  2841. BKB: 20 -> 50
  2842. DMG: 8 -> 9
  2843. KBG: 130 -> 100
  2844.  
  2845. IASA 32 -> 30 (mirrors brawl's lag reduction) (4E4F)
  2846.  
  2847. AttackLw3: Angles on hitboxes reversed
  2848.  
  2849. Hitbox0 - Hitbox2:
  2850. ANG 280 -> 70
  2851.  
  2852. Hitbox3:
  2853. ANG 70 -> 280
  2854.  
  2855. AttackS41: Should connect better
  2856.  
  2857. Hitbox0: (middle of sword)
  2858. ANG: 75 -> 361
  2859. BKB: 0
  2860. KBG: 100
  2861. WKB: 40
  2862.  
  2863. Hitbox1: (hilt of sword)
  2864. ANG: 75 -> 10
  2865. BKB: 0
  2866. KBG: 100
  2867. WKB: 40
  2868.  
  2869. Hitbox2: (lower end of sword)
  2870. ANG: 75 -> 35
  2871. BKB: 0
  2872. KBG: 100
  2873. WKB: 40
  2874.  
  2875. Hitbox3: (tip of sword)
  2876. ANG: 75 -> 361
  2877. BKB: 0
  2878. KBG: 100
  2879. WKB: 40
  2880.  
  2881. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  2882. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  2883. 2C 00 E0 0A 04 B0 01 F4 00 00 00 00 B4 99 05 13 00 0C 01 07
  2884. 2C 80 C8 0A 02 BC 00 00 00 00 00 00 05 19 05 13 00 0C 01 07
  2885. 2D 01 48 0A 03 20 00 00 00 00 00 00 11 99 05 13 00 0C 01 07
  2886. 2D 80 E0 0A 03 E8 05 78 00 00 00 00 B4 99 05 13 00 0C 00 87
  2887.  
  2888. Command to start Fsmash(2) comes 4 frames earlier (one can immediately input Fsmash2 right after hitboxes of Fsmash1 come out)
  2889.  
  2890. IASA 50 -> 40 (cancel frame lowered; less cooldown) (4FD3)
  2891.  
  2892. AttackS42: Made stronger (similar to Brawl Toon Link's in power) and hitboxes are larger to make attack connection more guaranteed
  2893.  
  2894. Hitbox0: DMG 12 -> 13, Size 1200 -> 1500
  2895. Hitbox1: DMG 12 -> 13, Size 700 -> 1100
  2896. Hitbox2: DMG 11 -> 13, Size 500 -> 900
  2897. Hitbox3: DMG 09 -> 13, Size 1200 -> 1500
  2898.  
  2899. AttackHi4: reworked timers to make hitboxes match animation better
  2900.  
  2901. Asynch 11 -> 10 (50E3) (slash 1)
  2902. Synch 4 -> 7 (5167)
  2903. Synch 2 -> 3 (516F)
  2904. Asynch 21 -> 20 (5177)
  2905. Asynch 26 -> 22 (517F) (slash 2)
  2906. Synch 3 -> 9 (51E3)
  2907.  
  2908. Synch 2 -> 8 (51eb)
  2909.  
  2910. Asynch 39 -> 35 (51F3)
  2911. Asynch 40 -> 36 (51FB) (slash 3)
  2912. Synch 3 -> 7 (5263)
  2913. Synch 4 -> 9 (52bf)
  2914.  
  2915. reworked weight-KBs for slash 1&2, +4 DMG for all third slashes
  2916.  
  2917. First Slash
  2918. Hitbox0:
  2919. Size 800 -> 1650
  2920. BKB: 40 -> 0
  2921. WKB: 23 -> 50
  2922.  
  2923. Hitbox1:
  2924. Size 800 -> 1650
  2925. BKB: 40 -> 0
  2926. WKB: 29 -> 58
  2927.  
  2928. Hitbox2:
  2929. Size 800 -> 1200
  2930. BKB: 40 -> 0
  2931. WKB: 31 -> 50
  2932.  
  2933. Hitbox3:
  2934. Size 500 -> 1000
  2935. BKB: 40 -> 0
  2936. WKB: 31 -> 50
  2937.  
  2938.  
  2939. Second Slash
  2940. Hitbox0:
  2941. Size 800 -> 1650
  2942. ANG: 90 -> 93
  2943. WKB: 28 -> 40
  2944.  
  2945. Hitbox1:
  2946. Size 800 -> 1650
  2947. WKB: 31 -> 43
  2948.  
  2949. Hitbox2:
  2950. Size 800 -> 1200
  2951. WKB: 35 -> 47
  2952.  
  2953. Hitbox3:
  2954. Size 500 -> 1000
  2955. WKB: 37 -> 50
  2956.  
  2957. Third Slash: (normal) Made to be *like* Toon Link's
  2958.  
  2959. Hitbox0:
  2960. Size: 800 -> 1650
  2961. ANG: 100 -> 96
  2962. BKB: 70 -> 67
  2963. DMG: 7 -> 11
  2964. KBG: 70 -> 93
  2965.  
  2966. Hitbox1:
  2967. Size: 800 -> 1650
  2968. ANG: 100 -> 96
  2969. BKB: 70 -> 67
  2970. DMG: 8 -> 12
  2971. KBG: 70 -> 93
  2972.  
  2973. Hitbox2:
  2974. Size: 800 -> 1200
  2975. ANG: 100 -> 96
  2976. BKB: 70 -> 67
  2977. DMG: 8 -> 12
  2978. KBG: 70 -> 93
  2979.  
  2980. Hitbox3:
  2981. Size: 800 -> 1000
  2982. ANG: 100 -> 96
  2983. BKB: 70 -> 67
  2984. DMG: 5 -> 9
  2985. KBG: 70 -> 93
  2986.  
  2987. Third slash: (late) the semi-spike hitboxes +4 DMG
  2988.  
  2989. Hitbox0:
  2990. DMG: 8 -> 12
  2991.  
  2992. Hitbox1:
  2993. DMG: 9 -> 13
  2994.  
  2995. Hitbox2:
  2996. DMG: 9 -> 13
  2997.  
  2998. Hitbox3:
  2999. DMG: 9 -> 13
  3000.  
  3001. [52C7] IASA moved from 52 -> 60 to offset cooldown removal (in-game IASA still @ 52)
  3002.  
  3003. AttackLw4: Make weaker hitboxes uniform with strong hitbox
  3004.  
  3005. First Slash
  3006. Hitbox1: ANG 70 -> 30
  3007. Hitbox2: ANG 70 -> 30
  3008. Hitbox3: DMG 7 -> 12
  3009.  
  3010. Second Slash
  3011. Hitbox1: BKB 70 -> 30
  3012. Hitbox2: BKB 70 -> 30
  3013. Hitbox3: DMG 6 -> 11
  3014.  
  3015. Sword slash effect off Asynch 40 -> 36 [5427]
  3016. IASA Asynch 42 -> 37 [5437]
  3017.  
  3018. AttackAirN:
  3019.  
  3020. Strong hit - increased KBG for better KO potential
  3021. KBG 100 -> 110
  3022.  
  3023. Weak hit - angle changed to better facilitate comboing
  3024. ANG 361 -> 60
  3025.  
  3026. Weak hitboxes come out frame 6 -> 8 [5497]
  3027. Hitbox removal synch frame 22 -> 20 (still occurs frame 28) [54D7]
  3028. Autocancel synch frame 4 -> 2 (frame 30) [54DF]
  3029.  
  3030. AttackAirF: Make first hit as strong as Brawl's, lower angle
  3031.  
  3032. first hit
  3033.  
  3034. Hitbox0:
  3035. DMG 11 -> 13
  3036. BKB 5 -> 22
  3037.  
  3038. Hitbox1:
  3039. DMG 11 -> 13
  3040. BKB 5 -> 22
  3041.  
  3042. Hitbox2:
  3043. DMG 9 -> 13
  3044. BKB 5 -> 22
  3045.  
  3046. Hitbox3:
  3047. DMG 9 -> 13
  3048. BKB 5 -> 22
  3049.  
  3050. second hit: more knockback to faciliate follow-ups
  3051.  
  3052. All hitboxes:
  3053.  
  3054. BKB 0 -> 44
  3055. KBG 90 -> 70
  3056.  
  3057. Hitbox3: DMG 5 -> 7
  3058.  
  3059. AttackAirB:
  3060. First hit should connect more consistently
  3061. ANG 361 -> 72
  3062. WKB 0 -> 40
  3063.  
  3064. Second hit sends slightly vertically now
  3065. ANG 361 -> 60
  3066. BKB 15 -> 18
  3067. KBG 100 -> 117
  3068.  
  3069. AttackAirLw - vertical sending hitboxes slightly stronger
  3070. BKB 40 -> 45
  3071.  
  3072. Catch and CatchDash:
  3073. Hitbox0 and Hitbox2
  3074.  
  3075. and latter Hitbox0 on both subactions
  3076.  
  3077. Can now grab from air also
  3078.  
  3079. ThrowF: should have higher frame advantage on hit
  3080.  
  3081. ANG 55 -> 27
  3082. BKB 25 -> 45
  3083.  
  3084. ThrowB: greater frame advantage
  3085.  
  3086. BKB 24 -> 44
  3087.  
  3088. ThrowHi: Juggle set-up on fastfallers
  3089.  
  3090. BKB 18 -> 85
  3091. KBG 230 -> 70
  3092.  
  3093. .C .. .. .. .. A. G. .. .. BE
  3094. CT T- -D DD AA GG WW W- BB EQ R- --
  3095. 88 00 00 02 2D 11 80 00 2A 82 20 00
  3096.  
  3097. SpecialN - Arrows deal greater stun now for increase comboability
  3098.  
  3099. 4190-41A3
  3100. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  3101. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  3102. 2C 00 00 01 02 00 00 00 00 00 00 00 28 07 80 00 16 86 00 63
  3103.  
  3104. Size 256 -> 512
  3105. BKB 45 -> 60
  3106.  
  3107. SpecialHi: size increases on hitbox to better match animation
  3108.  
  3109. Loop hitboxes
  3110. +500 to all (400/500/500/400 -> 900/1000/1000/900)
  3111.  
  3112. Ground finale hitboxes send at a lower angle and have size increases
  3113. +500 to all (800/900/900/800 -> 1300/1400/1400/1300)
  3114. ANG: 80 -> 32
  3115.  
  3116. ---------------------------
  3117. Dr. Mario (1.02 .dat)
  3118.  
  3119. Attributes
  3120. Weight 100 -> 101 [35C8]
  3121.  
  3122. AttackLw3 - IASA lowered
  3123.  
  3124. Asynch frame 35 -> 25 [4577]
  3125.  
  3126. AttackDash: Dr. Mario's right foot now has a hitbox for the entire active frames of the move
  3127.  
  3128. AttackS4Lw/S/Hi: F-smash hitboxes last 3 more frames
  3129.  
  3130. Synch frame 5 -> 8 [4663/4763/4863]
  3131.  
  3132. AttackAirN - strong hit comes out earlier (same timing as weak Mario N-air)
  3133.  
  3134. Asynch frame 20 -> 7 [4A87]
  3135.  
  3136. AttackAirF - fist hitbox is as strong as the "body" one
  3137.  
  3138. Hitbox1:
  3139. DMG 16 -> 17
  3140. BKB 40 -> 50
  3141.  
  3142. SpecialLwAir - recovery from Down-B slightly improved
  3143.  
  3144. 3704 - Down B horizontal momentum in air: 0.5 -> 0.6 : 3F 00 00 00 -> 3F 19 99 99
  3145.  
  3146. 371C - Maximum vertical momentum gained from tapping B: 1.4 -> 1.7: 3F B3 33 33 -> 3F D9 99 9A
  3147.  
  3148. ---------------------------
  3149. Roy
  3150.  
  3151. Attributes
  3152.  
  3153. Run Initial Velocity 1.61 -> 1.66 [38C4] 3F CE 14 7B -> 3F D4 7A E1
  3154. Aerial Mobility 0.03 -> 0.05 [3900]
  3155. Max Horizontal Air Velocity 0.9 -> 1.034 [3908]
  3156.  
  3157. Attack11 - no flub spot
  3158.  
  3159. Hitbox3
  3160. BKB 5 -> 30
  3161. DMG 3 -> 6
  3162. SFX 33 -> 35
  3163.  
  3164. AttackDash - no 'flub' hit
  3165.  
  3166. Hitbox3
  3167. ANG 361 -> 85
  3168. BKB 35 -> 70
  3169. DMG 6 -> 12
  3170. KBG 60 -> 55
  3171.  
  3172. - Dash attack active frames are now 12-20 from 12-16 (4EEF) to match sword swing animation
  3173.  
  3174. AttackS31 - no flub hit
  3175.  
  3176. AttackS31 - Middle hitboxes +2 DMG (12 -> 14), SFX 35 -> 67
  3177.  
  3178. SFX change
  3179.  
  3180. 2C 02 70 0A 04 4C 00 00 00 00 00 00 B4 91 80 13 1E 0C 00 8F
  3181. 2C 82 48 0E 02 BC 00 00 00 00 00 00 B4 91 80 13 1E 0C 01 0F
  3182. 2D 00 D8 0E 03 0C 00 00 00 00 00 00 B4 91 80 13 1E 0C 01 0F
  3183. 2D 82 70 0C 03 84 05 78 00 00 00 00 B4 91 80 13 1E 0C 00 8F
  3184.  
  3185. Hitbox3
  3186. BKB 30 -> 60
  3187. DMG 7 -> 12
  3188. SFX 33 -> 35
  3189.  
  3190. AttackHi3:
  3191. - less cooldown on Utilt
  3192. - flub hitboxes' stats adjusted to emulate strong hitbox
  3193.  
  3194. Strong flubbox: Hitbox3
  3195. ANG 361 -> 110
  3196. DMG 6 -> 10
  3197. BKB 20 -> 35
  3198. KBG 100 -> 116
  3199. SFX 33 -> 35
  3200.  
  3201. 'Weak' flubbox: Hitbox3
  3202. ANG 361 -> 85
  3203. DMG 6 -> 10
  3204. BKB 20 -> 35
  3205. KBG 100 -> 116
  3206. SFX 33 -> 35
  3207.  
  3208. - IASA 40 -> 32 [50A7]
  3209.  
  3210. AttackLw3 - no flub hit
  3211.  
  3212. Hitbox3
  3213. BKB 70 -> 90
  3214. DMG 6 -> 12
  3215. SFX 33 -> 35
  3216.  
  3217. AttackS4 -
  3218. - Hitbox3 (tip) slightly stronger
  3219.  
  3220. Hitbox3
  3221. BKB 30 -> 60
  3222. DMG 12 -> 16
  3223. KBG 65 -> 70
  3224.  
  3225. AttackHi4
  3226. - has some horizontal range (think Brawl Marth Usmash)
  3227. - Reworked into a KO move
  3228. - Added explosion effect on Sword of Seals
  3229.  
  3230. Hitbox0
  3231. X-Offset 0 -> 1400
  3232. Y-Offset 2000 -> 1700
  3233.  
  3234. Hitbox1
  3235. Bone 73 -> 0
  3236. Size 1100
  3237. X-Offset 0 -> -1400
  3238. Y-Offset 0 -> 1700
  3239.  
  3240. Z-offset for Hitbox2: 02 BC -> 03 E8
  3241.  
  3242. Sword hitboxes
  3243. DMG 17
  3244. ANG 90
  3245. KBG 80
  3246. BKB 73
  3247.  
  3248. Active Frame 15-19
  3249. IASA 46 [5353]
  3250.  
  3251. Foot hitboxes combo into sword
  3252.  
  3253. Foot hitboxes moved to Asynch Frame 14
  3254.  
  3255. Foot hitboxes
  3256. DMG 2 -> 4
  3257. ANG 98 -> 140
  3258. KBG 100
  3259. WKB 155
  3260.  
  3261. 2D 00 00 04 04 4C 00 00 06 A4 05 78 46 19 13 73 00 04 00 A3
  3262. 2D 80 00 04 04 4C 00 00 06 A4 FA 88 46 19 13 73 00 04 00 A3
  3263.  
  3264. Hitbox Remove on beginning of Frame 15
  3265.  
  3266. 5274-5357 (Action List in Hex as back-up)
  3267.  
  3268. AttackLw4 - sweetspot has more KBG; flubspot does more DMG
  3269.  
  3270. front slash
  3271. Hitbox0-Hitbox2: KBG 70 -> 80
  3272. Hitbox3: DMG 14 -> 16
  3273.  
  3274. back slash
  3275. Hitbox0-Hitbox2: KBG 68 -> 78
  3276. Hitbox3: DMG 8 -> 12
  3277.  
  3278.  
  3279. AttackAirN
  3280. - 2nd hit becomes kill move (Brawl Marth's N-Air tip hit)
  3281. - Larger hitboxes
  3282.  
  3283. DMG 8 -> 12 (no sweetspot system)
  3284. KBG 80 -> 100
  3285.  
  3286. 54BC - 55C3
  3287.  
  3288. All hitbox sizes < 1000 become 1000
  3289. Autocancel 32 -> [55B7]
  3290.  
  3291. AttackAirF
  3292. - Reworked to be slightly more powerful; tip in place to allow high-percent combos into N-Air
  3293.  
  3294. Non-tip hitboxes
  3295. DMG 8 -> 10
  3296. BKB 30
  3297. KBG 70
  3298. damage assimilated
  3299.  
  3300. Hitbox3
  3301. DMG -> 8
  3302. ANG 361 -> 67
  3303. BKB -> 60
  3304. KBG -> 50
  3305.  
  3306. AttackAirB
  3307. - Functions similar Brawl Marth tip hit (strong approach/spacing and KO move now)
  3308.  
  3309. All KBG 70 -> 90
  3310.  
  3311. Middle hitboxes
  3312. DMG 9 -> 14
  3313.  
  3314. Hitbox3 (tip)
  3315. DMG 6 -> 10
  3316.  
  3317. AttackAirHi
  3318. - Hitbox0 (tip) assimilated
  3319. - Uair: BKB 20 -> 35 (more stun)
  3320.  
  3321. AttackAirLw
  3322. - Functions similar to Brawl Ike's Dair meteor, but original "sweetspot" hitboxes now spike
  3323.  
  3324. Hitbox1
  3325. ANG 361 -> 270
  3326. DMG 9 -> 12
  3327. KBG 70
  3328. SFX 67 -> 65
  3329.  
  3330. Hitbox2
  3331. ANG 270 -> 290
  3332. DMG 9 -> 16
  3333. KBG 70 -> 100
  3334. Element Slash -> Fire
  3335.  
  3336. Hitbox3
  3337. ANG 270 -> 290
  3338. DMG 9 -> 16
  3339. KBG 70 -> 100
  3340. Element Slash -> Fire
  3341.  
  3342. Hitbox0
  3343. ANG 90 -> 270
  3344. DMG 9 -> 12
  3345. KBG 70
  3346. SFX 67 -> 65
  3347.  
  3348. DownForwardU: Forward roll from a backplant now has invincibility starting from the beginning of the animation (much like the majority of the cast):
  3349.  
  3350. Invincibility: frame 6 -> 1
  3351. Approx. start of command list: 6064-607F
  3352.  
  3353. SpecialNLoop: Flare Blade does +1 DMG now
  3354.  
  3355. All hitboxes
  3356. DMG 6 -> 7
  3357.  
  3358. 3A24 - Base damage (start of damage accumulation) 6 -> 7
  3359.  
  3360. Assimilate flub boxes on DEDs Side-B (tips not so weak now):
  3361.  
  3362. S1: [3A3C] Aerial vertical boost 1.2 -> 1.4
  3363. S2Hi (DMG 5 -> 6) -> hitbox3
  3364. S2Lw: (3F54) {experimental} All hitboxes: DMG 6 -> 4 -> 3 (?)
  3365. S3Hi: Meteor Hitbox3 assimilated with strong hits (401C);
  3366. weak hitbox3 DMG 5 -> 7
  3367.  
  3368. S3S: All hitboxes: DMG 10/8 -> 9; BKB 50 -> 64
  3369. S3Lw: Loop SDMG 1 -> 5; Finale SDMG 1 -> 6
  3370. S4Hi: hitbox3 DMG 10 -> 13
  3371. S4S: hitbox3 DMG 10 -> 13
  3372. S4Lw: loop and finale hitboxes: SDMG 1/0 -> 5/5 each
  3373.  
  3374. ---------------------------
  3375. Ganondorf (1.02 .dat)
  3376.  
  3377. Air Jump Multiplier: 0.95 -> 1.00 [376C] 3F 73 33 33 -> 3F 80 00 00
  3378.  
  3379. AttackAirN: Kick hitboxes last as long as Brawl's; second N-air starts on frame 16 like the NTSC 1.0 kick goof.
  3380.  
  3381. First kick Hitbox Removal Synch Frame 2 -> 5 [4E1F]
  3382. Second kick comes out frame 20 -> 16 [4E27] (NTSC 1.00 goof replicated)
  3383. second kick Hitbox Removal Synch Frame 2 -> 11 [4E77]
  3384.  
  3385. AttackAirF: Hitboxes given darkness effect
  3386.  
  3387. All hitboxes:
  3388. Element 00 -> 34
  3389.  
  3390. SpecialHi: slight boost in recovery momentum
  3391.  
  3392. 3DDB - Dark Dive starts up 2 frames earlier: Asynch frame 13 -> 11
  3393.  
  3394. 38E4 - Dark Dive landing horizontal momentum .85 -> .90 {3F 59 99 9A -> 3F 66 66 66}
  3395.  
  3396. 3E30 - Dummied out outer grabbox removal command; UpB has the initial outer grab box out for the entire active frames 3C 00 00 01 -> CC 00 00 00
  3397.  
  3398. Hitbox1: X-offset nerfed: 3413 -> 2800, can now grab airborne foes
  3399.  
  3400. 3E67 - Grab boxes out up to the end of the flashing graphic effect: Asynch frame 30 -> 33 [3E67]
  3401.  
  3402. SpecialHiThrow: knockback growth of Dark Dive throw slightly higher
  3403.  
  3404. KBG 82 ->
  3405.  
  3406. SpecialLwAir - less landing lag
  3407.  
  3408. 3920 - Aerial-ground landing lag modifier
  3409.  
  3410. reduced by 44% {3F 4C CC CD -> 3F E6 66 66} 1.8x
  3411.  
  3412. ---------------------------
  3413. Pichu (1.02 dat)
  3414.  
  3415. Self-damage removed on everything
  3416.  
  3417. Attributes:
  3418. Friction .1 -> .06 (longer wavedash) [346C]
  3419. Dash Initial Velocity 1.8 [3470]
  3420. Run Initial Velocity 1.72 -> 2.0 [347C]
  3421. Weight 55 [34DC]
  3422. D-Air Landing Lag 26 -> 20 [354C]
  3423.  
  3424. AttackDash - grows stronger; less cooldown
  3425. KBG 70 -> 90
  3426. IASA 50 -> 40 [4207]
  3427.  
  3428. AttackHi3 (should be easier to follow-up after hit)
  3429. BKB +30 to each hitbox
  3430.  
  3431. AttackLw3 - lower send angle
  3432. ANG 35 -> 25
  3433.  
  3434. AttackS4
  3435. Self-Damage 2 -> 0 [44AB]
  3436.  
  3437. Loop
  3438. +200 size increase to all loop hitboxes; stats reworked to connect better
  3439.  
  3440. Hitbox0: Size 1022 -> 1222, ANG 0, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 30
  3441. Hitbox1: Size 1107 -> 1307, ANG 20 -> 250, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 40
  3442. Hitbox2: Size 1363 -> 1563, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 40
  3443.  
  3444. Finale
  3445. +500 size increase on finale hitboxes, Y-offset slightly increased
  3446. Hitbox0: Size 1022 -> 1522, Y-offset 1200 -> 1600
  3447. Hitbox1: Size 1107 -> 1607, Y-offset 1200 -> 1600
  3448. Hitbox2: Size 1363 -> 1863, Y-offset 1200 -> 1600
  3449.  
  3450. AttackLw4
  3451. KBG 70 -> 90 (greater KO potential)
  3452. IASA 51 -> 41 (less cooldown) [4707]
  3453. effects disabler Asynch Frame 53 -> 43 [470F]
  3454.  
  3455. AttackAirF [47C8-4833] - Reworked as single hit move
  3456. Self-Damage 1 -> 0 [47EB]
  3457. Removed loops, hitboxes still out frame 10, Hitbox removal Synch frame 3 -> 14, Autocancel Synch frame 8 -> 10 (autocancel 34)
  3458.  
  3459. ANG 361 -> 50
  3460. BKB 0 -> 30
  3461. DMG 2 -> 11
  3462. KBG 100 -> 90
  3463. WKB 30 -> 0
  3464. SFX 39 -> 65
  3465.  
  3466. AttackAirB - Similar to a weaker Falcon's F-Air, less cooldown
  3467.  
  3468. Initial hitboxes
  3469. lower angle, stronger KB, IASA lowered
  3470. ANG 361 -> 32
  3471. DMG 9 -> 12
  3472. KBG 100 -> 125
  3473. Element Nothing -> Electric
  3474.  
  3475. Frame 8 hitboxes
  3476. SFX 66 -> 2
  3477.  
  3478. IASA 60 -> 50 [48DF]
  3479.  
  3480. AttackAirHi - base knockback reduced to faciliate more consistent follow-ups
  3481.  
  3482. All hitboxes:
  3483. BKB 100 -> 70
  3484.  
  3485. AttackAirLw - adjusted to better hit with the landing hitbox; meteor smashes
  3486.  
  3487. Self-damage 1 -> 0 [49F7]
  3488. ANG 361 -> 270
  3489. KBG 100 -> 80
  3490.  
  3491. 4B04-4B2B - LandingAirLw
  3492.  
  3493. - set-up for an aerial follow-up
  3494.  
  3495. ANG 361 -> 270
  3496. DMG 4
  3497. BKB 0 -> 60
  3498. KBG 100 -> 30
  3499. WKB 30 -> 0
  3500.  
  3501. Hit: Ground/Air -> Ground only
  3502.  
  3503. Self-Damage 1 -> 0 [4B2F]
  3504. Hitbox0 Size 1533 -> 1833
  3505. Hitbox1 Size 1278 -> 1578
  3506.  
  3507. DownForwardU: forward roll from a back plant now tied to 19 frames of invincibility over 14 (worst tied with Pikachu and Samus); now tied to second "worst."
  3508.  
  3509. Asynchronous Frame 15 -> 20 [5337]
  3510.  
  3511. CatchAttack
  3512. Self-Damage 1 -> 0 [5B37]
  3513.  
  3514. ThrowF
  3515. Self-Damage 1 -> 0 [5B9F]
  3516.  
  3517. ThrowD - should be safer on floaty characters
  3518. ANG 80 -> 65
  3519. BKB 60 -> 80
  3520. DMG 5
  3521. KBG 38
  3522.  
  3523. .C .. .. .. .. A. G. .. .. BE
  3524. CT T- -D DD AA GG WW W- BB EQ R- --
  3525. 88 00 00 05 20 89 80 00 28 12 20 00
  3526.  
  3527. SpecialN
  3528. Self-Damage 1 -> 0 [36E7]
  3529.  
  3530. SpecialNAir
  3531. Self-Damage 1 -> 0 [3737]
  3532. 3B5C - Aerial Jolt Velocity 1.5 -> 2.0
  3533.  
  3534. SpecialSHold (Skull Bash)
  3535. Self-Damage 1 -> 0 [37C7]
  3536.  
  3537. SpecialS (both): base horizontal firing momentum 1.4 -> 3.0 [3614]
  3538.  
  3539. SpecialHiStart(1) (First agility movement)
  3540. Self-Damage 1 -> 0 [385B]
  3541.  
  3542. SpecialHiStart(2) (Second agility movement)
  3543. Self-Damage 3 -> 0 [38D3]
  3544.  
  3545. SpecialLwLoop (contact with Thunder)
  3546. Self-Damage 3 -> 0 [39DB]
  3547.  
  3548.  
  3549. Thunder - lightning strikes reworked to KO horizontally
  3550.  
  3551. 3CE8
  3552. .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
  3553. CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
  3554. 2C 00 00 04 09 60 00 00 EC 00 00 00 B4 A1 C0 00 28 08 02 9F
  3555.  
  3556. DMG 4
  3557. Size 1800 -> 2400
  3558. ANG 94 -> 361
  3559. KBG 55 -> 135
  3560. BKB 50
  3561. ---------------------------
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