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- changelist_09.01.2012.txt
- Main.dol changes in SDR:
- 1.00 NTSC-U version (Bowser can Flame Cancel; hits staled to under 1% damage are not affected by SDI)
- - C-Stick now registers as Smash Attacks for Single-Player Mode
- - Game Settings preset to 4 Stock, 8-Minute Timer, Team Attack 'on'
- - Access Debug Mode by selecting 'Tournament Mode'
- - Taunts can now cancel from teetering animations
- Credits to: Magus420, Zauron, donny2112, InternetExplorer
- Stage Changes:
- - Pokemon Stadium no longer transforms from initial stage
- - Green Greens no longer spawns blocks, apples, or wind; new stage by Milun
- - Yoshi's Story N64 now a legal stage; new stage by Milun
- Credits to: Zauron, Milun
- ---------------------------
- -List of "reworked" characters
- Marth
- Sheik
- ----
- Captain Falcon
- Donkey Kong
- Kirby
- Bowser
- Mr. Game & Watch [GnW]
- Link
- Luigi
- Mario
- Mewtwo
- Ness
- Pikachu
- Samus
- Yoshi
- Zelda
- Young Link
- Dr. Mario
- Ganondorf
- Roy
- Pichu
- ---------------------------
- Marth - (1.00 .dat)
- shield break shield damage 38 -> 45
- up-air hitbox removal timer 9 -> 10 [549B]
- invincibilty on up-b frames 4 AND 5 instead of just 5
- ---------------------------
- Sheik (NTSC-U version)
- ThrowLw - TEST THIS THOROUGHLY! Dthrow growth changed but keeps NTSC send angle
- - Should nerf all CGs on previous CGable characters
- - should allow for F-air follow-up from mid percents up to ~100%
- BKB 70
- KBG 50 -> 100
- ---------------------------
- Captain Falcon (PAL .dat)
- Gentleman works like PAL version: input A 3 times for a gentleman, 4 times for rapid jabs
- AttackAirF: Flub hitboxes reverted to NTSC-U version
- DMG 3 -> 6
- BKB 30 -> 35
- SpecialAirS (Hit): no longer falls into SpecialFall, can UpB afterward
- Landing lag reduced: 40 -> 30 [3934]
- SpecialHi: reworked to be a slightly stronger recovery move
- Up-B starts 2 frames earlier: Asynch frame 13 -> 11 [3D83]
- Two grab boxes always out for duration of recovery: [3DD8-3DDB] 3C 00 00 01 command dummied
- Hitbox1: X-offset nerfed: 3413 -> 2800, can now grab airborne foes
- 3E0F: Grab box removal Asynch frame 30 -> 33 (lasts up to entire flashing graphic effect)
- SpecialHiCatch:
- 3E3B - damage of catch box reduced from 5 ->
- SpecialHiThrow: knockback and damage increased on "YES!" (3E5c)
- DMG 12 ->
- BKB 40 ->
- KBG 82 ->
- Falcon Kick
- 3978 - aerial landing lag reduced by 44% {3F 80 00 00 -> 40 10 00 00}
- ---------------------------
- Donkey Kong (PAL .dat)
- Attributes
- Run Initial Velocity 1.6 -> 1.662 (Brawl) [39D8]
- Aerial Mobility 0.02 -> 0.05 (Brawl) [3A14]
- Weight 114 -> 116 (Brawl) [3A38]
- Shield Size 17.5 -> 21.875 [3A40]
- Hurtbox:
- Chest hurtbox removed: 6.0 -> 0.0 [7CE8]
- Attack11 - outer hitbox shifted slightly outward
- Hitbox0: Z-Offset 1192 -> 1792
- Attack12 - safer on hit; outer hitbox shifted slightly outward
- Hitbox0: Z-offset 1192 -> 1792
- All hitboxes
- BKB 0 -> 40 (Brawl)
- AttackDash - cooldown lowered
- IASA 55 -> 36 [4DB7]
- AttackS3Hi - damage increased, hitboxes increased by 1.4x
- All hitboxes
- DMG 11 -> 14
- Hitbox0: Size 1000 -> 1400
- Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
- Hitbox2: Size 700 -> 980
- Hitbox3: Size 900 -> 1260
- AttackS3S - damage increased, hitboxes increased by 1.4x
- All hitboxes
- DMG 10 -> 12
- Hitbox0: Size 1000 -> 1400
- Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
- Hitbox2: Size 700 -> 980
- Hitbox3: Size 900 -> 1260
- AttackS3Lw - damage increased, hitboxes increased by 1.4x
- All hitboxes
- DMG 9 -> 11
- Hitbox0: Size 1022 -> 1431
- Hitbox1: Size 1100 -> 1540; Z-offset 800 -> 1400
- Hitbox2: Size 700 -> 980
- Hitbox3: Size 900 -> 1260
- AttackHi3 - IASA lowered, all hitboxes adjusted to be the sweetspot hit
- Asynchronous Timer on start-up 6 -> 5 [4F77]
- Hitbox0
- Z-offset: 1250 -> 1700
- DMG 9 -> 11
- KBG 105 -> 115
- Hitbox1
- DMG 10 -> 11
- KBG 110 -> 115
- Hitbox Removal Timer 6 -> 8 [4FC7]
- IASA 40 -> 34 [4FCF]
- AttackLw3 - damage increased, hitboxes increased by 1.4x, better angle for spacing, less cooldown
- All hitboxes
- ANG 40 -> 361
- DMG 7 -> 10
- Hitbox0: Size 937 -> 1312
- Hitbox1: Size 1100 -> 1540, Z-offset 1533 -> 2233
- Hitbox2: Size 1100 -> 1540
- IASA 23 -> 20 [504B]
- AttackS4S bigger hitboxes, stronger sweetspot BKB, more SDMG, less cooldown
- Hitbox0 and Hitbox1 - BKB to Brawl's
- BKB 22 -> 30
- All hitboxes
- SDMG 1 -> 16
- Hitbox sizes increased +300
- Hitbox0: Size 1200 -> 1500
- Hitbox1: Size 1400 -> 1700
- Hitbox2: Size 852 -> 1152
- Hitbox3: Size 600 -> 900
- IASA 55 -> 41 (Brawl) [512B] <Test>
- AttackHi4 - +1 DMG, more SDMG, increrased vertical range, less cooldown
- All hitboxes
- Z-offset 1533 -> 2033
- DMG 18 -> 19
- SDMG 4 -> 20
- Synch frame IASA 40 -> 33 (Brawl) [51F7]
- AttackLw4 - sweetspots +1 dmg, more SDMG, less cooldown
- Hitbox0 and Hitbox1 - +1 DMG added (Brawl)
- DMG 16 -> DMG 17
- All hitboxes
- SDMG 1 -> 16
- Effect 54 -> 44 [530B]
- IASA 56 -> 46 [5313]
- AttackAirN - BKB added for stronger knockback
- Strong hit
- BKB 0 -> 20
- Weak hit
- BKB 0 -> 10
- Hitbox sizes doubled
- Strong and Weak hit
- Hitbox0: Size 852 -> 1704
- Hitbox1: Size 852 -> 1704
- Hitbox2: Size 1192 -> 2384
- AttackAirF - +1DMG SDMG added, later outer hitboxes converted to outward sending hitboxes, inner hitboxes spike over meteor
- Frame 25 hitboxes
- Hitbox0 & Hitbox1:
- DMG 16 -> 17
- SDMG 0 -> 14
- Hitbox2 & Hitbox3:
- DMG 16 -> 17
- SDMG 1 -> 14
- Frame 27 hitboxes
- Hitbox0 & Hitbox1:
- DMG 16 -> 17
- ANG 270 -> 290
- SDMG 0 -> 14
- Hitbox2 & Hitbox3:
- DMG 16 -> 17
- ANG 270 -> 361
- SDMG 1 -> 14
- Synch frame 55 changed to Asynch frame 55 (late autocancel occurs correctly now)
- - 04 00 00 37 -> 08 00 00 37 [54CC]
- AttackAirB - base knockback increased
- Strong hit
- BKB 10 -> 20
- Weak hit
- BKB 0 -> 10
- DMG 9 -> 10
- Hitbox size increased
- Strong hit
- Hitbox0: Size 1500 -> 1900
- Hitbox1: Size 1000 -> 2000
- Weak hit
- Hitbox0: Size 1400 -> 1800
- Hitbox1: Size 900 -> 1800
- AttackAirLw - slightly larger hitboxes; less cooldown
- Hitbox sizes + 400
- Hitbox0: Size 1800 -> 2200
- Hitbox1: Size 1600 -> 2000
- Hitbox2: Size 1200 -> 1600
- Autocancel frame 50 [565B]
- IASA frame 55 [5663]
- 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.
- Asynchronous Frame 15 -> 20 [60FF]
- Catch - range extended (emulates Brawl grabbox)
- grab boxes X-offsets moved +1200
- CatchDash - range extended (emulates Brawl grabbox)
- grab boxes X-offsets moved +1200
- Note: Hitbox2 -400 (FE70) -> 800
- SpecialN - hitboxes increased by 1.4x for better priority/match arms; no free fall on air punch
- 12 DMG hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- 10 DMG Hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- 18 DMG hitboxes
- All hitboxes: DMG on shoulder increased by +4: DMG 18 -> 22
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- Hitbox2 Size 210 -> 294
- 30 DMG hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- Hitbox2 Size 210 -> 294
- SpecialNAir
- 12 DMG hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- 10 DMG Hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- 16 DMG hitboxes
- All hitboxes: DMG on shoulder increased by +4: DMG 16 -> 20
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- Hitbox2 Size 210 -> 294
- 27 DMG hitboxes
- Hitbox0 Size 800 -> 1120
- Hitbox1 Size 1200 -> 1680
- Hitbox2 Size 210 -> 294
- *** DK no longer loses his Giant Punch charge from being hit out of Up-B
- 3B6C - Free Fall/Landing Lag disabled 20.0 -> 0.00
- SpecialS - hitboxes do more DMG
- DMG 5 -> 13
- SpecialAirS - hitboxes do more DMG
- All hitboxes: DMG 10 -> 13
- Side Special (both):
- PlCo.dat: Bury escape formula made to be harder to mash out (WIP)
- DK Side-B Mechanic
- A5E0 - Reduction per input (frames) 9.0 -> 6.0
- A5EC - Multiplier for damage in bury formula 0.7 -> 0.9
- A600 - Frames of invincibility on exit 18 -> 1
- SpecialHi (Ground version):
- Hitbox0: in front of DK
- X-offset 1705 -> -500
- * makes it ACTUALLY hit people. originally will never hit unless you are in the Z-plane
- Strong loop of hitboxes:
- SDMG 1 -> 3
- Weak loop of hitboxes:
- BKB 10 -> 20
- SDMG 1 -> 2
- - Grounded mobility: .025 -> .05 [3B90]
- SpecialAirHi:
- Strong loop of hitboxes
- SDMG 1 -> 3
- Weak loop of hitboxes
- SDMG 1 -> 2
- - Aerial mobility: .05 -> .075 [3B94]
- - Horizontal velocity 1.4 -> 1.85 [3B8C]
- ---------------------------
- Kirby (1.00 .dat)
- Attributes
- 4D00-4D03 Friction 0.08 -> 0.06 (longer wavedash)
- 4D04-4D07 Dash Initial Velocity 1.4
- 4D10-4D13 Run Initial Velocity 1.4 -> 1.5 [PAL]
- Lower hops/jump
- Jump Vertical Initial Velocity 2 -> 1.79 (Brawl) [4D28]
- Hop Vertical Initial Velocity 1.5 -> 1.253 (Brawl) [4D34]
- 4D4C Aerial Mobility 0.04 -> 0.08 (Brawl)
- 4D50 Aerial Stopping Mobility 0.02 -> 0.03 (Brawl)
- 4D54 Max Aerial Horizontal Velocity 0.78 -> 0.975 (x1.25)
- 4D70 Weight 70 -> 78 (NTSC-U -> Brawl change)
- Applied Brawl landing lag changes:
- 4DD4 F-Air Landing Lag 20 -> 15 (L-Cancel Lag 10 -> 7)
- 4DE0 D-Air Landing Lag 20 -> 15 (L-Cancel Lag 10 -> 7)
- AttackDash - Functions similar to Ganon's Down+B
- 8413: IASA on frame 60
- Strong hitbox
- ANG 105 -> 361
- DMG 9 -> 13
- KBG 50 -> 90
- Size 900 -> 1300
- Weak hitbox
- ANG 105 -> 361
- BKB 50 -> 70
- DMG 5 -> 10
- KBG 50 -> 90
- Size 900 -> 1100
- AttackS3 Hi/S/Lw: Lower angle for edgeguarding and better positioning
- ANG 361 -> 33
- AttackHi3 - Applied Brawl cooldown changes for follow-up ability
- IASA (84F7) 30 -> 21
- AttackLw3 - Applied Brawl cooldown changes for safety on hit
- IASA (855F) 30 -> 21
- AttackS4S - ported over PAL version knockback and DMG changes
- Send angle on all hitboxes 361 -> 38 (Melee -> Brawl change)
- Strong hit
- ANG 361 -> 38
- BKB 24 -> 32
- Weak hit
- ANG 75 -> 38
- BKB 18 -> 26
- DMG 13 -> 14
- AttackHi4 - flubspot given more KBG (lame it up like Fox!)
- All flubspot hitboxes:
- KBG 50 -> 100
- AttackLw4 (87D4)
- Hitbox0 and Hitbox1 - sends horizontally
- ANG 76 -> 361
- Hitbox2 and Hitbox3 - PAL changes on semi-spike hitboxes
- BKB 20 -> 22
- AttackAirN (8884):
- - DMG hitboxes now at 12 then 10 dmg halfway (not 12 > 10 > 8 > 6)
- - Stronger KB and lower angle -> KO move at higher percentages
- Size 1300 -> 1400
- ANG 361 -> 40
- BKB 10 -> 20
- DMG 10 -> 12
- KBG 80 -> 100
- 0A -> 0c 88BB
- 08 -> 0A 88c3
- 06 -> 0A 88cb
- AttackAirF:
- 1st two hits should connect better (data copied from Brawl)
- All foot hitboxes [Hitbox0] have extended horizontal range (PAL)
- Last hit hitboxes larger
- Hit1: Angle 60 -> 45, BKB 30 -> 35, DMG 5 -> 4, KBG 70 -> 50
- Hit2: Angle 60 -> 80, BKB 30 -> 28, DMG 5 -> 3, KBG 70 -> 30
- Hit1
- Hitbox0: X-offset 2700 -> 3000
- Hit2
- Hitbox0: X-offset 2700 -> 3000
- Hit3:
- Hitbox0 X-Offset 2700 -> 3000, Size 1200 -> 1560
- Hitbox1 Size 900 -> 1560
- Addresses
- 1: 88F0-8917
- 2: 8934-895b
- AttackAirHi:
- Timers changed to match animation better (same timers as Brawl)
- Hitbox active frame 11 -> 9 (8a5b)
- Hit removal synch frame 3 -> 6 (8a87)
- Auto-cancel frame 3 -> 6 (8a8f)
- LandingAirF - vertical send angle, stat and hitbox size adjustments for combos
- 8B68-8B8F
- ANG 361 -> 96
- DMG 3 -> 5
- BKB 0 -> 65
- KBG 100 -> 70
- WKB 80 -> 0
- 1.3x
- Hitbox0: Size 1278 -> 1661
- Hitbox1: Size 1150 -> 1495
- 2C 00 00 05 06 7d 00 00 04 FE 07 52 30 11 80 13 20 80 00 8B
- 2C 80 00 05 05 d7 00 00 04 FE 03 54 30 11 80 13 20 80 00 8B
- *temporarily disabled*
- 2C 00 00 05 00 00 00 00 04 FE 07 52 30 11 80 13 20 80 00 88
- 2C 80 00 05 00 00 00 00 04 FE 03 54 30 11 80 13 20 80 00 88
- SFX 34 -> 88 [hex]
- LandingAirLw - vertical send angle for some follow-up ability (linking time still strict)
- 8BD8-8C1F
- ANG 361 -> 84
- DMG 2
- BKB 0
- KBG 100
- WKB 60
- DownAttackU - Invincibility glitch fixed on Kirby's get-up attacked when faced-up:
- 92F4 - extra and early "Body State 1 [Normal]" command -> Dummied to "Self-Damage" (0)
- ThrowHi:
- Can KO at high percentages on floaties
- KBG 70 -> 110
- ThrowLw:
- Give Kirby more frame advantage on throw; better tech chase tool now?
- ANG 90 -> 56
- DMG 7 -> 2
- BKB 40 -> 65
- KBG 45
- .0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- Fury stomp hitboxes DMG 0 -> 1
- SpecialN/SpecialNAir: Inhale is now safe on use with 17 frames of advantage
- Grab boxes have better horizontal range:
- Aerial Inhale: X-offset 900 -> 1100
- Grounded Inhale: [Hitbox1] x-offset 2900 -> 3200
- - Chance of losing ability decreased from 1/32 to "very unlikely."
- 4EF8 - Frames foe is stuck in swallow star 10.0 -> 40.0
- 4F3C - Odds of losing power when hit 32.0 -> 1,000,000.00
- SpecialS: all hitboxes are sweetspots; all hitboxes given shield damage
- All hitboxes: SDMG 0 -> 20
- Hitbox0 and Hitbox2
- BKB 50 -> 65
- DMG 16 -> 23
- KBG 50 -> 76
- SFX 33 -> 66
- -------------
- Copy abilities
- DK:
- 5028 - Free Fall/Landing Lag disabled 20.0 -> 0.00
- Link: PlKbCpLk.dat
- Arrows (01D0)
- Arrow trajectory changed to Brawl
- 0188 Uncharged arrow velocity 1.3 -> 3.0
- 018F Charged arrow velocity 5.0 -> 10.0
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 01 01 00 00 00 00 00 00 00 b4 94 00 00 08 0E 00 0F
- DMG 4
- Size 256
- ANG 70 -> 361
- KBG 50 -> 80
- BKB 8 -> 16
- Luigi: PlKbCpLg.dat
- SpecialNAir - fireball lasts 100 frames now
- 00A8 - Duration 50.0 -> 100.0
- Ness: PlKbCpNs.dat (01A0)
- 2C 00 00 01 0F A0 00 00 00 00 00 00 23 14 00 00 0A 08 00 47
- Size 2000 -> 4000
- ANG 70
- KBG 70 -> 80
- BKB 20
- 5030 - Cooldown lag from releasing PK Flash 25 -> 15 frames (PlKb.dat)
- 5048 - PK Flash freefall disabled 30.0 -> 0.0 (PlKb.dat)
- 00B4 - PK Flash horizontal momentum 3.0 -> 16.0
- 00BC - Control sensitivity 0.01 -> 0.05
- 00C0 - Gravity 0.02 -> 0.04
- 00CC - Detonation Timer 20.0 -> 15.0
- 0194 - Finale size multiplier 1.7 -> 1.43 [3F D9 99 9A -> 3F B7 0A 3D]
- Yoshi:
- 5240 - Damage multiplier when egged 0.5 -> 0.8
- 5260 - Enemy invincibility upon breaking out of egg (frames) 14 -> 1
- DMG of successful egg lay 8 -> 11 (5494)
- 88 00 00 0B B4 99 00 00 00 00 20 00
- Zelda:
- SpecialN: Nayru's Love hitboxes larger (+700 per hitbox) and connect better; finale hitboxes have slightly more knockback
- TEST: Nayru's Love is invincible UP TO the second attack loop (start-up + first loop is invincible!)
- Loop hitboxes - 6FA0
- Hitbox0: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
- Hitbox1: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
- Hitbox2: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
- Hitbox3: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
- Finale hitboxes - 7000
- Hitbox0:
- Size 1500 -> 2200
- BKB 50 -> 60
- Hitbox1:
- Size 1500 -> 2200
- BKB 50 -> 60
- Hitbox2:
- Size 1100 -> 1800
- BKB 40 -> 60
- Hitbox3:
- Size 1100 -> 1800
- BKB 40 -> 60
- Young Link (PlKbCpCl.dat)
- 01D0
- 2C 00 00 01 02 00 00 00 00 00 00 00 28 07 80 00 1e 86 00 63
- Size 256 -> 512
- BKB 45 -> 60
- Roy
- Flare Blade
- All hitboxes (75A0)
- DMG 6 -> 7
- 5200 - Base damage (start of damage accumulation) 6 -> 7
- Pichu
- 615B, 61C3: Self-Damage 1 -> 0
- PlKbCpPc.dat
- 02E8 - Aerial Jolt Velocity 1.5 -> 2.0
- -------------
- SpecialAirS: edgeguard move and platform pressurer, hitboxes' size increased double
- Strong hit:
- Loop 1:
- ANG 110 -> 361
- BKB 0 -> 60
- DMG 4
- KBG 100 -> 70
- WKB 40 -> 0
- SFX 1 -> 66
- Hitbox0: Size 800 -> 1600
- Hitbox1: Size 400 -> 800
- loop 2:
- ANG 110 -> 30
- BKB 0 -> 60
- DMG 2
- KBG 100 -> 70
- WKB 30 -> 0
- Hitbox0: Size 800 -> 1600
- Hitbox1: Size 400 -> 800
- loop 1: 5640-5667
- loop 2: 5678-569F
- SpecialAirLw2 - knockback growth increased; Shield DMG added
- Size 700 -> 850
- KBG 55 -> 85
- SDMG 0 -> 20
- ---------------------------
- Bowser (PAL .dat)
- Attributes
- Walk Initial Velocity 0.03 -> 0.05 [3644]
- Walk Acceleration 0.05 -> 0.07 [3648]
- Walk Max Velocity 0.65 -> 0.8 (Brawl) [364C]
- Dash Initial Velocity 1.0 -> 1.15 [3660]
- Run Initial Velocity 1.5 -> 1.527 (Brawl) [366C]
- Jump Start-up Lag 8 -> 6 (like Ganondorf) [367C]
- Shield Size 31.25 -> 32.75 [36D4]
- Empty Landing Lag 6 -> 4 [3728]
- F-Air Landing Lag 30 -> 24 [3730]
- B-Air Landing Lag 35 -> 26 [3734]
- D-Air Landing Lag 40 -> 22 [373C]
- Attack11 -
- - shield damage
- - less cooldown for mix-up ability
- All hitboxes
- SDMG 0 -> 4
- IASA 21 -> 16 [47FF]
- Attack12 - shield damage
- SDMG 0 -> 4
- AttackDash - shield damage, less cooldown
- All hitboxes
- SDMG 1 -> 12
- 4953 frame 53 -> 37
- IASA 56 -> 40 [495B]
- AttackS3Hi - SDMG, assimilated damage, less cooldown
- All hitboxes
- SDMG 0 -> 7
- Hitbox1: DMG 13 -> 15
- IASA 37 -> 32 [49CB]
- AttackS3 - damage assimilated amongst hitboxes; shield damage; less cooldown [same as Ganon's AttackS3]
- All hitboxes
- SDMG 0 -> 7
- Hitbox1 DMG 12 -> 14
- Hitbox2 DMG 13 -> 14
- IASA 37 -> 32 [4A53]
- AttackS3Lw - SDMG, assimilated damage, less cooldown
- All hitboxes
- SDMG 0 -> 7
- hitbox1 DMG 11 -> 13
- IASA 37 -> 32 [4ADF]
- AttackHi3 - less cooldown, hitboxes last 3 more frames, added SDMG
- All hitboxes
- SDMG 0 -> 7
- Hitbox Removal: Asynch Frame 4 -> 7 [4B2B]
- IASA 50 -> 37 [4B33]
- AttackLw3 - stronger KB and DMG, shield dmg, cooldown set to Brawl's
- First hit
- All hitboxes
- BKB 15 -> 30
- DMG 13 -> 15 (Brawl)
- SDMG 0 -> 10
- Second hit
- All hitboxes
- DMG 10 -> 12 (Brawl)
- SDMG 0 -> 8
- IASA 55 -> 46 (Brawl) [4BC7]
- AttackS4 - extremely powerful now, large shield damage, less cooldown, slightly more horizontal range, explosion effect taken from Giga Bowser
- All hitboxes
- DMG 24 -> 26
- BKB 30 -> 50
- SDMG 0 -> 50 (can break lightshields completely)
- Element 00 (normal) -> 04 (fire)
- Hitbox0: Z-axis 0 -> 200
- Hitbox1: Z-axis 0 -> 200, SFX 65 -> 72
- 4C7F 61 -> 48
- 4C87 IASA 66 -> 55 (Brawl)
- CC BB -- -- TT TT -- -- -- -- YY YY XX XX ZR ZR YR YR XR XR
- 28 00 00 00 02 2A 00 00 00 00 0F A0 13 88 00 00 00 00 00 00
- Graphic Effect:
- Type: 03 FD -> 02 2A
- Y-axis: 00 00 -> 0F A0 (4000)
- X-axis: 00 00 -> 13 88 (5000)
- AttackHi4 - KOs earlier, SDMG, less cooldown
- Strong hit
- KBG 86 -> 100
- SDMG 0 -> 20
- Weak hit
- SDMG 0 -> 10
- 4D9F 43 -> 40
- 4DA7 IASA 53 -> 43
- AttackLw4 - SDMG, should connect slightly better, less cooldown
- Connecting hits (4E3C)
- ANG 150 -> 180 / 190 -> 220
- BKB 40 -> 0
- KBG 50 -> 100
- WKB 0 -> 35
- SDMG 0 -> 4
- Final hit
- SDMG 0 -> 8
- IASA 68 -> 63 (Brawl) [4EEF]
- AttackAirN - stronger knockback, lower angle, SDMG
- ANG 361 -> 38
- DMG 13 -> 15
- KBG 80 -> 100
- SDMG 0 -> 10
- AttackAirF - SDMG, reworked to be slightly like NTSC-U Ganon F-Air
- Hitbox0
- DMG 14 -> 19
- SDMG 0 -> 8
- Hitbox1
- DMG 12 -> 17
- SDMG 0 -> 8
- Hitbox2
- DMG 11 -> 16
- SDMG 0 -> 8
- AttackAirB - SDMG, increased DMG, easier to land strong hit
- Strong hit
- DMG 13 -> 16
- SDMG 0 -> 10
- Weak frame mask moved from frame 11 to frame 14 [5007]
- AttackAirHi - increased DMG, SDMG
- DMG 17 -> 20
- SDMG 0 -> 13
- AttackAirLw - increased SDMG
- Connecting hits
- SDMG 0 -> 4
- Catch - increased grab range
- Grab timer Asynch frame 8 [638B]
- X-offsets increased by 800 each (grab range moved up to claws)
- CatchDash - increased grab range
- X-offsets increased by 1600 each (grab range moved up to claws)
- ThrowF - increased KBG to become a KO throw at higher percents
- KBG 50 -> 80
- ThrowB - increased KBG to become a KO throw at higher percents
- KBG 50 -> 80
- SpecialSStart - shield damage on slash hits
- Hitbox2 and Hitbox3
- SDMG 0 -> 20
- SpecialHi - increased SDMG on weak hits
- SDMG 0 -> 3
- SpecialHiAir - increased SDMG on weak hits; much more vertical momentum
- SDMG 0 -> 3
- 381C - Air vertical momentum 1.78 -> 2.00
- SpecialLw - increased SDMG, much stronger knockback
- BKB 45 -> 65
- KBG 72 -> 92
- SDMG 5 -> 35
- SpecialLwAir - increased SDMG, much stronger knockback
- BKB 45 -> 65
- KBG 72 -> 92
- SDMG 5 -> 35
- SpecialLwLanding - increased SDMG, reworked knockback stats
- 2C 00 00 08 0B B8 00 00 05 DC FE 70 26 12 00 13 3c 00 68 8A
- BKB 60 -> 120
- KBG 72
- SDMG 5 -> 26
- ---------------------------
- GnW
- Shield: 36A4-36A7
- 10.75 -> 16.125
- Weight (Melee -> Brawl)
- 60 -> 75 [369C]
- Dash Initial Velocity [3630] {unchanged}
- Run Initial Velocity
- 1.5 -> 1.622 [363C]
- Aerial Stopping Mobility (Melee -> Brawl)
- 0.02 -> 0.07 [367C]
- Max Horizontal Air Velocity (Melee -> Brawl)
- 1 -> 1.081 [3680]
- Main.dol Hack: N-air, B-air, and U-air can now be L-canceled
- **N-Air**
- @147F98: 3880015E -> 38800041
- @147FA4: 80A3002C -> 90830070
- @147FA8: C02501F8 -> C0230258
- @147FAC: 4BF42095 -> 4BF41F89
- **B-Air**
- @148028: 3880015F -> 38800043
- @148034: 80A3002C -> 90830070
- @148038: C0250200 -> C0230260
- @14803C: 4BF42005 -> 4BF41EF9
- **U-Air**
- @1480B8: 38800160 -> 38800044
- @1480C4: 80A3002C -> 90830070
- @1480C8: C0250200 -> C0230264
- @1480CC: 4BF41F75 -> 4BF41E69
- - Landing Lag atered on N-air and B-air for L-cancelling purposes
- N-Air Landing Lag 15 -> 24 (36FC-36FF)
- B-Air Landing Lag 18 -> 22 (3704-3707)
- U-Air Landing Lag 20 -> (3708-370B)
- - Lowered base landing lag on staple moves to Brawl's
- F-Air Landing Lag 25 -> 22 [Brawl] (3700)
- D-Air Landing Lag 20 -> 15 [Brawl] (370C)
- AttackDash (4970) - Higher combo ability
- angle 120 -> 68
- KBG 30 -> 50
- AttackS3: Hitbox data changed to Brawl's (active frames still Melee's), lower IASA
- ANG 361 -> 37
- BKB 10 -> 20
- IASA 42 -> 32 (4A43)
- AttackLw3:
- Flub hitbox (DMG 9) adjusted to Brawl stats
- ANG 361 -> 67
- BKB 80 -> 96
- KBG 40 -> 58
- AttackS4: Weak hitboxes changed to Brawl's (safer on hit)
- - Weak hitboxes + 6DMG (6 -> 12)
- AttackHi4:
- - IASa reduced by 2 frames (Brawl)
- - DMG + 3 (18 -> 21)
- - SDMG added (0 -> 15)
- 2C 00 A0 15 05 14 00 00 02 BC 01 2C 29 98 00 13 14 00 3D 07
- IASA 40 -> 38 [4CAF]
- AttackLw4
- Weak inner hitboxes made to be like Brawl's
- Hitbox0 and Hitbox1
- BKB 10 -> 60
- DMG 10 -> 13
- KBG 50 -> 68
- Strong hitboxes given higher KBG
- KBG 90 -> 100
- IASA 38 -> 33 (Brawl IASA) [4DAF]
- AttackAirN - more KO potential
- KBG 100 -> 110
- AttackAirF - strong hitboxes have less knockback to facilitate comboing
- BKB 30 -> 10
- KBG 80 -> 85
- Weak hit
- KBG 80 -> 85
- AttackAirB (4EAC-4ED3) - does shield damage
- SDMG 0 -> 4
- AttackAirHi - reworked to connect better
- First hit: should connect better into the second hit
- BKB 16 -> 0
- KBG 60 -> 100
- WKB 0 -> 40
- Hitbox termination: Synch frame 10 -> 7 [4F2F] (now matches animation)
- Second hit: hitboxes larger; lingers to match with airblow animation
- Asynch 21 -> 16 [4F37]
- More combo ability
- All hitboxes
- KBG 100 -> 60
- Hitbox0: Size 1300 -> 1950
- Hitbox1: Size 900 -> 1350
- Hitbox Removal Synch frame 2 -> 7 [4F73]
- AttackAirLw [4FA0]
- meteor hitbox now a spike (angle 270 -> 290)
- LandingAirLw - hitbox made send slightly upward to offer more combo opportunities; size and offsets changed to envelope GnW's body
- Size 1100 -> 1800
- X-Offset 1200 -> 600
- Y-Offset 500 -> 800
- ANG 40 -> 270
- BKB 50
- KBG 30 -> 80
- WKB 0
- Hit: Air/ground -> Ground only
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 06 07 08 00 00 03 20 02 58 87 14 00 13 19 00 01 0A
- Side-B 2 [slightly safer on hit; "poisons" the foe temporarily]
- BKB 10 -> 45
- KBG 40 -> 120
- Element: Nothing -> Flower
- Side-B 3 - safer on hit; resets momentum [still does shield damage]
- BKB 45 -> 60
- Side-B 4 - strong knockback move for edgeguarding
- DMG 8 -> 4
- BKB 50 -> 100
- KBG 40 -> 120
- element Slash -> Dark
- SFX 35 -> 66
- Side-B 7 (similar to Marth's flub Fsmash)
- BKB 30 -> 60
- KBG 50 -> 70
- Element Slash
- SFX 34 -> 72
- Side-B 8 (set-ups damage-racking/can gimp fastfallers)
- ANG 80 -> 30
- DMG 4 -> 16
- SpecialHi (ground/air):
- DMG 6 -> 8
- ---------------------------
- Link (1.00 .dat)
- Friction 0.1 -> 0.08 [3414]
- Dash Initial Velocity 1.3 -> 1.5 [3418]
- Run Initial Velocity 1.3 -> 1.5 [3424]
- Jump Start-up Lag 6 -> 5 [3434]
- Attack12
- - Angles and KB changed to Brawl's for better connection
- Hitbox0:
- ANG: 361 -> 100
- BKB: 10 -> 40
- KBG: 60 -> 20
- Hitbox1:
- ANG: 361 -> 78
- BKB: 10 -> 40
- KBG: 60 -> 20
- Hitbox2:
- ANG: 361 -> 60
- BKB: 10 -> 40
- KBG: 60 -> 20
- Hitbox3:
- ANG: 361 -> 50
- BKB: 10 -> 40
- KBG: 60 -> 20
- Attack13 (Brawl changes)
- - Angle lowered and more settled knockback (doesn't grow as much)
- All Hitboxes:
- ANG: 361 -> 30
- BKB: 10 -> 50
- DMG 6 -> 5
- KBG: 100 -> 70
- AttackDash - Stronger KB for juggling; less cooldown
- All Hitboxes:
- BKB: 10 -> 65
- KBG: 100 -> 55
- IASA 40 -> 36 [4A1F]
- AttackS3
- - BKB increased + lower send angle = KO move
- Hitbox0
- ANG 361 -> 30
- BKB 5 -> 20
- Hitbox1
- ANG 361 -> 30
- BKB 5 -> 20
- Hitbox2
- ANG 361 -> 30
- BKB 2 -> 20
- Hitbox3
- ANG 361 -> 30
- BKB 2 -> 20
- AttackHi3 - higher BKB for longer stun, set to Brawl's cooldown lag
- Hitbox
- 0: KBG 122 -> 92
- 1: KBG 130 -> 100
- 2: KBG 124 -> 94
- 3: KBG 123 -> 93
- All hitboxes
- DMG 9 -> 13
- BKB 30 -> 38
- IASA 32 -> 30 [4B53]
- AttackS41 - stronger F-Smash1, lower angle, less cooldown
- ANG 361 -> 32
- +1 DMG to each hitbox
- +10 KBG for more knockback at KO percents
- Hitbox0: KBG 83 -> 93
- Hitbox1: KBG 85 -> 95
- Hitbox2: KBG 85 -> 95
- Hitbox3: KBG 85 -> 95
- IASA: 50 -> 40 [4CCF]
- AttackHi4: Should connect better
- Asynch 11 -> 10 (4DDF) (slash 1)
- Synch 5 -> 7 (4E63)
- Synch 1 -> 3 (4E6B)
- Asynch 21 -> 20 (4E73)
- Asynch 26 -> 22 (4E7C) (slash 2)
- Synch 3 -> 9 (4EDF)
- Synch 2 -> 8 (4EE8)
- Asynch 39 -> 35 (4EEF)
- Asynch 41 -> 37 (4EF7) (slash 3)
- Synch 3 -> 8 (4F5F)
- Synch 4 -> 9 (4F67)
- All hitboxes:
- 0: Size 800 -> 1650
- 1: Size 800 -> 1650
- 2: Size 800 -> 1200
- 3: Size 500 -> 1000
- First Hit
- Hitbox0:
- ANG 98 -> 95
- BKB 40 -> 0
- WKB 26 -> 40
- Hitbox1:
- BKB 40 -> 0
- WKB 30 -> 48
- Hitbox2:
- BKB 40 -> 0
- WKB 33 -> 40
- Hitbox3:
- BKB 40 -> 0
- WKB 33 -> 40
- Second Hit
- Hitbox0:
- ANG 90 -> 93
- DMG 2 -> 3
- Hitbox1-3:
- DMG 2 -> 3
- Third Hit - should be able to kill better
- All Hitboxes
- KBG 80 -> 95
- [4F6F] IASA moved from 52 -> 60 to offset cooldown removal (in-game IASA still @ 52)
- AttackLw4 (Adjusted to Brawl stats - stronger tip hits)
- First Slash
- Hitbox0: DMG 13 -> 14
- Second Slash
- Hitbox0: DMG 11 -> 16
- AttackAirN - Stronger for kill potential
- Strong hit:
- Hitbox0
- DMG 9 -> 12
- BKB 15 -> 22
- Hitbox1
- DMG 11 -> 12
- BKB 15 -> 22
- Hitbox2
- DMG 8 -> 12
- BKB 15 -> 22
- Weak hit:
- Occurs on frame 6 -> 8 [513F]
- BKB 10 -> 15
- Autocancel Synch frames moved back so autocancel window on same frame (frame 30)
- [517F] 22 -> 20
- [5183] 4 -> 2
- AttackAirF - stronger now;
- no pause in-between hitboxes, graphic effects adjusted
- 5208-520B 40 00 00 00 -> CC 00 00 00 (hitbox removal dummied out)
- 5210-5213 C5 FF FF FF (sword slash fx termination) -> CC 00 00 00
- Autocancel frame 51 -> 48 [527B] 08 00 00 33 -> 08 00 00 30
- CC 00 00 00 -> 08 00 00 33 Asynch Frame 49 [5283]
- CC 00 00 00 -> 5C 00 00 00 IASA [5284]
- First Slash
- ANG 361
- DMG 13 -> 14
- BKB 5 -> 20
- Second Slash
- ANG 361 -> 25
- BKB 0 -> 30
- KBG 90 -> 100
- AttackAirB
- First hit - Should connect better
- ANG 361 -> 72
- WKB 0 -> 40
- Testing new hit:
- BKB 15 -> 30
- KBG 100
- AttackAirHi - increased vertical KO potential
- +10 KBG to all hitboxes (KBG 85 -> 95)
- AttackAirLw - knockback growth increased so move KOs sooner
- All initial impact hitboxes
- KBG 80 -> 90
- Catch and CatchDash:
- Hitbox0 and Hitbox2
- and latter Hitbox0 on both subactions
- Can now grab from air also
- ThrowF (Brawl modifications: stronger knockoff throw + lower angle)
- DMG 3 -> 7
- ANG 55 -> 35
- BKB 25 -> 50
- KBG 110 -> 80
- ThrowB (Brawl base knockback + DMG changes; same angle, slightly lower growth)
- BKB 24 -> 70
- DMG 3 -> 6
- KBG 110 -> 80
- ThrowHi (Should be easier to follow-up)
- ANG 90 -> 80
- BKB 24 -> 80
- DMG 2 -> 3
- KBG 230 -> 70
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 03 28 11 80 00 28 02 20 00
- SpecialN - Arrows now send horizontally, much stronger KB
- WILL charge faster [need to implement]
- 3fb4-3fc7
- Arrows
- Arrow trajectory changed to Brawl
- 3F6C Uncharged arrow velocity 1.3 -> 3.0
- 3F70 Charged arrow velocity 5.0 -> 10.0
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 01 01 00 00 00 00 00 00 00 b4 94 00 00 08 0E 00 0F
- DMG 4
- Size 256
- ANG 70 -> 361
- KBG 50 -> 80
- BKB 8 -> 16
- SpecialS - Boomerang does slightly more damage, 'phantom' Boomerang also sends vertically
- 4168-417B
- 2C 00 00 08 03 20 00 00 00 00 00 00 23 07 80 00 1B 8E 00 4B
- DMG 6 -> 8
- Angle 65 -> 140
- KBG 30
- BKB 55
- SpecialLw - Bombs now do slightly more damage
- 4274-4284
- 2C 00 00 06 05 00 00 00 00 00 00 00 23 0F 00 00 1E 04 00 23
- DMG 4 -> 6
- ---------------------------
- Luigi (1.00 .dat)
- Attributes
- Aerial Mobility 0.025 -> 0.075 (Brawl) -> 0.050 [3404]
- Max Horizontal Air Velocity (Brawl) 0.68 -> .7332 [340C]
- Attack13 - more knockback (Brawl)
- BKB 10 -> 50
- KBG 100 -> 80
- AttackDash - should connect slightly better, sends further out on finale hit (Steelia <3)
- Connecting hitboxes [40A0-40C7, 40F8-411F, 4150-4177, 41A8-41CF, 4200-4227]
- ANG 361 -> 270
- Finale hitboxes [4258-427F]
- BKB 2 -> 60
- DMG 2 -> 4
- AttackS3Lw - more shield damage (SDMG), fixed knockback goof
- All hitboxes: SDMG 0 -> 8, WKB 1 -> 0
- AttackLw3 - less cooldown, more damage and shield damage
- DMG 9 -> 12
- SDMG 0 -> 8
- IASA 35 -> 25 [4513]
- AttackS4Hi - +1 DMG (Brawl), slight IASA frame reduction
- All hitboxes
- DMG 14 -> 15
- IASA 42 -> 38 [45D3]
- AttackS4S - +1 DMG (Brawl), slight IASA frame reduction
- All hitboxes
- DMG 13 -> 14
- IASA 42 -> 38 [46A0]
- AttackS4Lw - +1 DMG (Brawl), slight IASA frame reduction
- All hitboxes
- DMG 12 -> 13
- IASA 42 -> 38 [4767]
- AttackAirF - less cooldown (Brawl), some SDMG
- SDMG 0 -> 6
- IASA 33 -> 24 [49F7]
- AttackAirB - +1 DMG (Brawl)
- All hitboxes
- DMG 11 -> 12
- AttackAirHi - hitbox out for the same arc as Mario's; slightly higher send angle
- Start-up time reduced by one frame: Asynch frame 5 -> 4 [4A67]
- All hitboxes: ANG 55 -> 65
- Hitbox Removal Frame 8 -> 11 [4AA3]
- AttackAirLw - hitboxes now have some SDMG
- All hitboxes: SDMG 0 -> 6
- Appeal - Taunt now spikes, stronger KB
- WKB 100 -> 166
- ANG 280 -> 290
- ThrowLw: angle changed to send foe in front of Luigi [tentative]
- ANG 110 -> 80
- SpecialNAir - fireball lasts 100 frames now
- 3A98 - Duration 50.0 -> 100.0
- SpecialS (both):
- Misfire rate increased: 1/8 -> 1/6 [3568]
- SpecialAirHi - air sweetspot as powerful as grounded one
- BKB 58 -> 70
- DMG 20 -> 25
- KBG 72 -> 73
- 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).
- 3574 - Aerial mobility in freefall 0.6 -> 1.8
- 3584 - Air control during UpB 2.0 -> 16.0
- SpecialLwAir - Lift from pressing B in the air slightly improved
- 35A4 - Aerial lift multiplier from tapping B in the air 0.08 -> 0.24 [3D A3 D7 0A -> 3E 75 C2 8F]
- 35B0 - Maximum vertical momentum gained from tapping B in the air 0.8 -> 1.3 [3F 4C CC CD -> 3F A6 66 66]
- ---------------------------
- Mario (1.00 .dat)
- Attributes
- Dash Initial Velocity 1.5 [32F4]
- Run Initial Velocity 1.5 -> 1.733 [3300]
- Aerial Mobility 0.025 -> 0.0525 [333C]
- Maximum Horizontal Air Velocity 0.86 -> 0.94 [3344]
- Attack13 - more knockback (Brawl)
- All hitboxes
- BKB 10 -> 30
- KBG 100 -> 95
- AttackDash - less cooldown, hitboxes moved toward his right leg
- Hitbox1:
- Bone 1 -> 55
- Size 600 -> 800 / 200 -> 700 (weak)
- X-offset -100 -> 0
- Y-offset 500 -> 0
- Z-offset 0 -> 400
- IASA 38 -> 34 [419F]
- AttackS3Lw - fixed knockback goof, lower send angle
- All hitboxes: ANG 361 -> 30, WKB 1 -> 0
- AttackHi3 - less cooldown
- IASA 30 -> 26 [434F]
- AttackLw3 - less cooldown
- IASA 35 -> 20 [43E3]
- AttackS4Hi - outer flubspot as powerful as sweetspot
- Hitbox1
- DMG 15 -> 19
- KBG 96 -> 95
- AttackS4S - outer flubspot as powerful as sweetspot
- Hitbox1
- DMG 11 -> 18
- KBG 96 -> 95
- AttackS4Lw - puter flubspot as powerful as sweetspot
- Hitbox1
- DMG 13 -> 17
- KBG 96 -> 95
- AttackAirN - stronger knockback on strong hitbox, more growth
- Strong hitbox
- BKB 20 -> 25
- KBG 100 -> 112
- AttackAirF - hitboxes now spike, significantly less endlag, autocancel also occurs sooner
- All hitboxes
- ANG 280 -> 290
- Autocancel 43 [48EF]
- IASA 60 [48FB]
- AttackAirB - KBG up: makes attack a more potent edgeguard move
- KBG 100 -> 105
- AttackAirHi - IASA reduced to boost aerial neutral game and combo ability
- IASA 30 -> 24 [tentative] [49E3]
- AttackAirLw - values tweaked to connect better; lowered IASA to allow easier follow-ups [work in progress]
- ANG 94 -> 80
- KBG 100
- WKB 30
- BKB 0
- IASA 38 -> 33 [4A7F]
- SpecialLwAir: recovery from Down-B slightly improved
- 349C - Down B horizontal momentum in air: 0.5 -> 1.4 : 3F 00 00 00 -> 3F B3 33 33
- 34B4 - Maximum vertical momentum gained from tapping B: 1.4 -> 1.55 /: 3F B3 33 33 -> 3F C6 66 66
- ---------------------------
- Mewtwo (uses PAL .dat)
- Attributes
- Dash Initial Velocity 1.4 -> 1.7 [376C]
- Run Initial Velocity 1.4 -> 1.75 [3778]
- Weight 85 -> 98 [37D8]
- Shield Size 16.25 -> 20.31 [37E0]
- Jump Start-up Lag (5 -> 4) [3788]
- F-Air Landing Lag 25 -> 18 [383C]
- B-Air Landing Lag 28 -> 16 [3840]
- U-Air Landing Lag 20 -> 16 [3844]
- D-Air Landing Lag 28 -> 20 [3848]
- EscapeN - more invincibility frames to offset long spotdodge animation
- Body State Normal on Frame 22 -> 33 [41EB] {reverted}
- IASA 29 -> 37 [41F3] - (IASA for spotdodges don't work in Melee anyway) {reverted}
- Attack11 - outer jab hitbox enlarged to better match graphic effect; can force jab resets on smaller characters now:
- Hitbox1: Size 1300 -> 2000
- Smaller hand hitbox removed in order to allow new commands:
- Attack now hits Frame: 8 -> 8-9
- IASA 29 -> 16
- AttackDash - hitboxes larger
- Hitbox0: Size 400 -> 1200
- Hitbox1: Size 400 -> 1200
- Hitbox2: Size 1150 -> 1550
- AttackS3(All): Removed tail sweetspot system; all hitboxes are 'strong'
- S3Hi/S/Lw:
- Hitbox1
- BKB 10 -> 20
- DMG 8 -> 10
- Hitbox2
- BKB 0 -> 20
- DMG 5 -> 10
- AttackHi3: Removed tail sweetspot system; move is made into a juggle starter
- Frame 6 Hitboxes
- Hitbox0
- BKB 0 -> 40
- KBG 115 -> 110
- SFX 2 -> 34
- Hitbox1
- BKB 70 -> 40
- DMG 8 -> 10
- KBG 114 -> 110
- Hitbox2
- BKB 70 -> 40
- DMG 6 -> 10
- KBG 114 -> 110
- Hitbox3
- DMG 5 -> 10
- ANG 361 -> 110
- BKB 0 -> 40
- KBG 80 -> 110
- SFX 2 -> 34
- Normal Hitboxes
- Hitbox1
- DMG 8 -> 10
- BKB 60 -> 40
- KBG 114 -> 110
- Hitbox2
- DMG 6 -> 10
- BKB 50 -> 40
- KBG 114 -> 110
- SFX 34 -> 66
- Hitbox3
- DMG 5 -> 10
- BKB 40
- KBG 114 -> 110
- SFX 02 -> 66
- AttackLw3 (removed tail sweetspot system; damage assimilated)
- Hitbox1
- DMG 8 -> 9
- Hitbox2
- DMG 5 -> 9
- AttackS4 - more powerful, larger hitboxes
- flub hitbox (Hitbox0)
- Size 1000 -> 1400
- DMG 12 -> 18
- KBG: 80 -> 100
- Sweetspot (Hitbox1)
- Size 1250 -> 1650
- BKB: 21 -> 30
- KBG: 75 -> 100
- AttackHi4
- +4 DMG to each finale hitbox (quicker KO to compensate for staled DMG) [DMG 10 -> 13]
- AttackLw4 - damage addition = much stronger
- +2 DMG to each hitbox (15->17)
- AttackAirN: Reworked to provide more range coverage
- Looping hitboxes
- 1 DMG hitboxes now do 2 DMG each
- All the hitboxes increased (Size 600 -> 850)
- Graphic Effect changed to denote range better
- 4BA8-4BCF
- CC BB -- -- TT TT -- -- -- -- YY YY XX XX ZR ZR YR YR XR XR
- 28 00 00 00 03 e9 00 00 00 00 03 e8 00 00 05 DC 05 DC 05 DC
- 28 00 00 00 04 12 00 00 00 00 03 e8 00 00 05 DC 05 DC 05 DC
- Finale hitbox
- Size 2800 -> 3400
- AttackAirF - hitbox lingers slightly longer
- Hitbox Removal from frame 8 -> 13 [4C7B]
- AttackAirB: Removed tail sweetspot system; made into as gimp move
- Hitbox2:
- BKB 0 -> 20
- DMG 13 -> 12
- KBG 100
- Hitbox1:
- BKB 0 -> 20
- DMG 11 -> 12
- KBG 100
- Hitbox0:
- BKB 0 -> 20
- DMG 9 -> 12
- KBG 100
- AttackAirHi:
- BKB 0 -> 10 on all hitboxes
- Tail hits full in an arc now
- Hitbox Activation: Asynch frame 9 -> 8 [4D37]
- Hitbox Removal: Synch frame 3 -> 6 [4d87]
- AttackAirLw:
- ANG 270 -> 290 on all hitboxes (spikes now)
- Autocancel and IASA moved down 10 frames
- Autocancel Asynch 45 -> 35 [4E23]
- IASA Asynch 47 -> 37 [4E2B]
- LandingAirN - stats changed to help with comboability
- 4E68-4E7B
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 04 0E 10 00 00 07 08 FE 0C 2D 11 80 13 1E 08 01 1F
- Size 3000 -> 3600
- ANG 361 -> 90
- BKB 60
- DMG 4
- KBG 70
- Catch - Outer range increased on standing grab
- Hitbox0 [catchbox]
- Size 1100 -> 1400
- X-Offset 2600 -> 3000
- Hitbox1
- Size 900 -> 1300
- CatchDash - Outer range increased
- Size 1100 -> 1400
- X-Offset 3000 -> 3000
- Hitbox2 [catchdash] reactivated:
- Size 0 -> 1400
- X-Offset 1000 -> 2600
- ThrowF - Shadow Balls send further away, SFX changed to Mewtwo's Taunt laugh.
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 40 01 09 C4 00 00 00 00 00 00 1B 28 00 00 14 36 00 23
- 3EB4
- DMG 1
- KBG 100 -> 160
- BKB 40
- Laughing SFX: 44 08 00 00 00 03 0D 41 00 00 7F 40
- Normal Fthrow SFX (frame 18): 44 00 00 00 00 03 0D 92 00 00 7F 40 [5EF8]
- SpecialHi:
- Invincibility now on frame 8 -> 4; graphic effect still intact
- 0x9294: Update data table 3B38 -> 70A0
- 0x3BA2: Redirected air version's Goto command to 70A0
- 0x70C0: Command list starts here
- SpecialLw - hitbox sizes increased to match flash effect, does more damage, knockback stats scaled to accomodate
- DMG 1 -> 12
- Size 600 -> 1600
- ANG 361
- KBG 100 -> 50
- BKB 100 -> 90
- Element 30 [Disabled]
- 2C 00 00 0C 06 40 00 00 00 00 00 00 B4 8C 80 00 2D 30 00 1F
- ---------------------------
- Ness (1.00 .dat)
- Attributes
- Dash Initial Velocity 1.3 -> 1.485 [34FC]
- Run Initial Velocity 1.4 -> 1.625 [3508]
- Aerial Mobility 0.04 -> 0.09 (Brawl) [3544]
- Max Aerial Horizontal Velocity 0.93 -> 0.9588 (Brawl) [354C]
- Attack13 - base knockback higher to amplify move's GTFO capabilities.
- All hitboxes
- BKB 16 -> 40 (Brawl)
- AttackDash - reworked to connect better; finale sets up for follow up
- Hitboxes now out for 4 frames instead of 1 frame each
- Hitbox call timers changed to Asynch (hit times still the same) for easier tweaking [for me]
- 48DC - Hitbox removal Synch frame 1 -> 4
- 48E4 - Second hit timer 04 00 00 06 now 08 00 00 0F
- 4917 - Hitbox removal Synch frame 1 -> 4
- 491C - Third hit timer 04 00 00 06 now 08 00 00 16
- 494F - Hitbox removal Synch frame 1 -> 4
- First Hit:
- Hitbox0:
- BKB 60 -> 0
- KBG 70 -> 100
- WKB 0 -> 60
- Hitbox1: Air-only hitbox modified to be safer
- ANG 100 -> 361
- BKB 60 -> 60
- KBG 70
- WKB 0
- Hitbox2: Reworked to act like ground-only hitbox (hits both air/ground)
- ANG 361 -> 0
- BKB 18 -> 0
- WKB 0 -> 60
- SDMG 0 -> 1
- Second Hit:
- ANG 20 -> 0
- BKB 0 -> 60
- KBG 60 -> 0
- WKB 60 -> 0
- 2C 00 00 04 03 E8 00 00 04 B0 11 94 00 00 00 01 1E 08 04 9F
- Third Hit:
- Size 1000 -> 1400
- BKB 70 -> 80
- KBG 100 -> 68
- AttackHi3 - better for positional set-ups; less cooldown
- BKB 42 -> 55
- KBG 126 -> 100
- IASA 32 -> 24 [4ABB]
- AttackS4S - Increased knockback growth, less cooldown
- All hitboxes
- KBG 62 -> 72
- IASA 50 -> 42 [4C0B]
- AttackHi4 - bigger hitbox, CC-breaker move, NO LONGER CLANKS
- Frame 12 (Initial Hitbox) [4CC8-4CDB]
- Size 600 -> 1000
- ANG 70 -> 80 -> 70
- BKB 80 -> 26 -> 110
- DMG 9 -> 17 -> 12
- KBG 80 -> 108 -> 70
- Frame 13 (Yo-Yo Charge) [4D04-4D17]
- - original strong Yo-Yo stats with less growth; sends horizontally now
- Size 500 -> 1100
- ANG 85 -> 361
- BKB 20 -> 80
- DMG 4 -> 9
- KBG 50 -> 80 -> 50
- Frame 14 (Normal Swing) [4D20-4D33]
- Size 600 -> 1000
- ANG 85 -> 80 -> 85
- BKB 60 -> 26 -> 110
- DMG 6 -> 17 -> 12
- KBG 45 -> 108 -> 70
- Frame 15 (Normal Swing) [4CE4-4CF7]
- Size 600 -> 1000
- BKB 60 -> 26 -> 110
- DMG 6 -> 17 -> 12
- KBG 45 -> 108 -> 70
- IASA + Article Removal Asynch frame 59 -> 49 [4D8F]
- AttackLw4 - Bigger hitbox; horizontal GTFO move; NO LONGER CLANKS
- Frame 12 Hitbox (Initial Hitbox) [4DDC-4DEF]
- Size 600 -> 1000
- ANG 70 -> 361
- BKB 70 -> 30 -> 70
- DMG 11 -> 16 -> 13
- KBG 80 -> 100 -> 75
- Frame 13 Hitbox (Hitbox mask post-charge) [4E04-4E17]
- Size 600 -> 1000
- ANG 70 -> 361
- BKB 70 -> 30 -> 70
- DMG 7 -> 16 -> 13
- KBG 60 -> 100 -> 75
- Frame 13 Hitbox (Yo-Yo Charging) [4E28-4E3B]
- - changed knockback stats; lower angle for edgeguarding
- Size 600 -> 1100
- ANG 80 -> 361
- BKB 20 -> 60
- DMG 7 -> 9
- KBG 50 -> 70
- Frame 14 Hitbox (Yo-Yo movement) [4E48-4E5B]
- Size 600 -> 1000
- ANG 70 -> 361
- BKB 70 -> 30 -> 70
- DMG 7 -> 16 -> 13
- KBG 60 -> 100 -> 75
- AttackAirN - Brawl changes; stronger and safer, less cooldown
- Strong hit
- BKB 15 -> 20
- Weak hit
- BKB 0 -> 10
- IASA 36 -> 28 [4F0B]
- AttackAirF - More shield damage per hit; finale hitbox KB growth decreased to combo more consistently
- Loop hitboxes
- Hitbox0: SDMG 1 -> 3
- Hitbox1: SDMG 1 -> 3
- Final hit: SDMG 1 -> 4
- KBG 135 -> 100
- AttackAirB - strong hit angle sends lower
- ANG 361 -> 32
- Sweetspot lasts one more frame: Synch frame 2 -> 3 [503B]
- AttackAirHi - IASA comes as soon as Ness does a complete midair flip
- IASA 42 -> 34 [50BF]
- ThrowF - given more knockback growth
- KBG 10 -> 40
- ThrowHi - should be able to combo better
- BKB 105 -> 95
- ThrowLw - better positioning; potential chaingrab
- ANG 70 -> 90
- BKB 90 -> 75
- KBG 30 -> 50
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 04 28 0C 80 00 25 8A 80 00
- Catch - increased grab range [607B for timer]
- +200 in size
- +300 X-offset
- CatchDash - increased grab range [60E7 for timer]
- +200 in size
- +300 X-offset
- SpecialN - made faster and slightly more powerful, but less massive
- - PK Flash no longer causes freefall after being used in-air, but you lose your second jump, so be careful!
- - Horizontal movement now can reach slightly further
- - Hitbox now matches explosion effect, but does not grow as large as before
- 2C 00 00 01 10 CC 00 00 00 00 00 00 23 14 00 00 0A 08 00 A3
- Size 2150 -> 4300
- KBG 70 -> 80
- 3668 - Cooldown lag from releasing PK Flash 25 -> 15 frames
- 3680 - PK Flash freefall disabled 30.0 -> 0.0
- 3CA8 - PK Flash horizontal momentum 3.0 -> 16.0
- 3CB0 - Control sensitivity 0.01 -> 0.05
- 3CB4 - Gravity 0.02 -> 0.04
- 3CC0 - Detonation Timer 20.0 -> 15.0
- 3D84 - Initial Size multiplier 0.3 -> 0.3
- 3D88 - Finale size multiplier 1.7 -> 1.43 (?) 3FB70A3D
- SpecialS - less landing lag and can be used to zone and pressure now
- - Landing Lag 30 -> 5 frames
- - Select pillar hitboxes bigger
- 3E70 -
- 3684 - aerial PK Fire trajectory BF 29 C9 1F -> BF 0A 3D 71
- 369C - PK Fire landing lag 30.0 -> 5.0
- 3F30 - PK Fire pillar lifetime - 100.0
- Initial PK Fire pillar hitbox: Size 700 -> 1400 (3F3C)
- Third PK Fire pillar hitbox: Size 800 -> 1400 (3F74)
- -PK Fire projectile hitbox-
- 3E70
- DMG 2
- Size 550
- ANG 160
- KBG 50 -> 0
- BKB 40
- -PK Fire pillar initial blast hitbox 1-
- 3F3C
- DMG 3
- Size 700
- ANG 90
- KBG 50
- BKB 10
- Hitbox disabled: 3F4F: 3 -> 0
- -PK Fire pillar loop hitbox 1-
- 3F5C
- DMG 2 -> 3
- Size 1400
- ANG 93
- KBG 50 -> 0
- BKB 24
- -PK Fire pillar loop hitbox 2-
- 3F74
- DMG 2
- Size 800
- ANG 93
- KBG 50 -> 0
- BKB 24
- 3F97: loop hitboxes reoccur in one frame at start of new iteration as opposed to per 2 frames (2 -> 1)
- SpecialLw - PSI Magnet has less cooldown
- 36D8 - Forced held frames of PSI Magnet reduced 30.0 -> 5.0 frames
- SpecialHi stuff - PKT2 covers greater distance and easier to aim
- 36C0 - PKT2 deceleration rate decreased 0.072 -> 0.056 3D 93 74 BC -> 3D 66 66 66
- 4054 - PKT Turning Control radius increased 6.0 -> 8.0 (Brawl)
- PKT2 Hitbox now on Ness's head:
- 2C 00 C0 19 05 AA 00 00 03 84 00 00 B4 94 00 13 29 88 01 1F
- 2C 00 C0 14 03 E8 00 00 03 84 00 00 B4 91 80 13 1B 88 01 1F
- knockback stats adjusted to Brawl's (sweetspot hits like a Falcon Punch)
- DMG 25: BKB 60 -> 83, KBG 70 -> 80
- DMG 20: BKB 45 -> 55, KBG 65 -> 70
- ---------------------------
- Pikachu (1.00 .dat)
- Attributes
- F-Air Landing Lag 20 -> 13 [3670]
- B-Air Landing Lag 30 -> 20 [3674]
- U-Air Landing Lag 26 -> 22 [3678]
- D-Air Landing Lag 40 -> 25 [367B]
- [359C] Friction 0.09 -> 0.07
- [3614] Shield size 12 -> 14
- AttackDash - less cooldown
- IASA Frame 50 -> 40 [434B]
- AttackS3Hi
- DMG 9 -> 11
- AttackS3S
- DMG 8 -> 10
- AttackS3Lw
- DMG 7 -> 9
- AttackHi3
- Hitbox0 and Hitbox1
- DMG 7 -> 9
- KBG 124 -> 104
- Hitbox2
- DMG 6 -> 8
- KBG 124 -> 104
- AttackLw3
- DMG 7 -> 9
- AttackS4
- Frame 16 sweetspot hitbox moved outside Pikachu's head into electric effect, size increased
- Size 740 -> 1363
- X-offset 2300 -> 3900
- Hitbox removal Synch frame 2 -> 3 (total duration 16-24...) [TEST] [4697]
- - Note: electricity effect lasts until frame 32...
- AttackHi4 - flub hit stronger (safer if it hits), so you too can be lame as Fox.
- All hitboxes
- ANG 40
- BKB 5 -> 20
- DMG 7 -> 11
- KBG 48 -> 100
- AttackLw4 - should connect much better
- Hitbox0 and Hitbox1:
- Size 1200 -> 1500
- ANG 170 -> 190
- BKB 70 -> 0
- KBG 30 -> 100
- WKB 0 -> 44
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 02 05 DC 00 00 06 40 F8 30 5F 19 05 90 00 08 00 9F
- 2C 80 00 02 05 DC 00 00 06 40 07 D0 5F 19 05 90 00 08 00 9F
- Hitbox2 (center hitbox)
- Size 600 -> 1200
- AttackAirF - can combo into grab/Usmash and connects better; also does shield damage
- ANG 361 > 76
- KBG 100 -> 32
- WKB 30 -> 0
- BKB 0 -> 38
- SDMG 0 -> 3
- Autocancel Synch frame 8 -> 2 (frame 28) [4A23]
- IASA: 40 -> 30 [4A2B]
- AttackAirB - sweetspot hitboxes made more powerful
- Strong hitboxes
- DMG 12 -> 14
- BKB 20 -> 25
- AttackAirHi - Vertical sending hitbox stats altered
- All hitboxes
- Section 1
- BKB 100 -> 85
- KBG 60 -> 65
- 2C 01 78 04 03 E8 00 00 00 00 00 00 41 0f 00 13 28 00 00 0B
- 2C 81 90 04 04 B0 01 2C 01 2C 00 00 41 0f 00 13 28 00 00 0B
- LandingAirLw - Dair landing hitbox sends upwards for combo potential
- [4C68-4C8F]
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 70 04 05 FD 00 00 02 29 00 7F 1E 0D C0 13 2D 08 01 1F
- 2C 80 20 04 04 FE 00 00 00 00 00 00 1E 0D C0 13 2D 08 01 1F
- DMG 4
- ANG 361 -> 60
- BKB 0 -> 90
- KBG 100 -> 55
- WKB 30 -> 0
- 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."
- Asynchronous Frame 15 -> 20 [5497]
- ThrowF - more damage on final throw to improve knockback
- DMG 2 -> 5
- KBG 110
- SpecialS (both) - Skull Bash inital velocity: 1.4 -> 1.55 [3744]
- SpecialLw - made to kill more reliably [test]
- Thunder projectile hit DMG 10 -> 12
- ---------------------------
- Samus (1.00 .dat)
- Attributes -
- Hop V Initial Velocity 1.7 [34D0]
- Jump V Initial Velocity 2.1 [34C4]
- Attack11 - less cooldown
- IASA 18 -> 14 [475F]
- Attack12 - stats taken from Brawl; more knockback
- all hitboxes
- BKB 15 -> 30
- KBG 100 -> 90
- IASA 30 -> 25 [47B3]
- AttackLw3: less cooldown
- IASA 43 -> 40 [4AF7]
- AttackHi4 - reworked to connect better
- Animation swap:
- 7FF4:
- 00 00 00 00 00 00 09 68 00 05 33 A0 00 00 35 BF 00 00 4C 64 00 00 00 0D
- into
- 00 00 00 00 00 00 1F 8C 00 14 5C 80 00 00 1F 8D 00 00 4C 64 00 00 00 0D
- 4CC0-4CE7
- Frames: 9-10
- foot hitboxes
- ANG 140
- DMG 2
- BKB 0
- KBG 100
- WKB 94
- 4C84-4E93:
- "Strong finale" hitbox covers Samus's cannon and body
- Frames: 13-16
- ANG 90
- BKB 40 -> 50
- DMG 17
- KBG 95 -> 85
- SDMG 12
- Frames 17-21
- "Weak residual" cannon hitboxes; body hitboxes disappear
- Frames: 13-16
- ANG 90
- BKB 50
- DMG 10
- KBG 85
- SDMG 0
- Catch/CatchDash/"Extenders": Grapple Beam can now grab airborne foes
- SpecialN - Samus no longer loses her Charge Beam charge from being hit out of Up-B
- SpecialS - Homing Missiles improved
- 403C - Homing Missile duration (frames): 110 -> 150: 42 DC 00 00 -> 43 16 00 00
- 4040 - Homing missile deceleration point 60 -> 80: 42 70 00 00 -> 42 A0 00 00
- 4050 - Homing capability. Higher value = better homing: 0.019198623 -> .2: 3C 9D 46 6E -> 3E 4C CC CD
- ---------------------------
- Yoshi (1.00 .dat)
- Attributes
- Run Initial Velocity 1.6 -> 1.68 (Brawl) [3384]
- Aerial Mobility 0.028 -> 0.07 (Brawl) -> 0.049 [33C0]
- Max Horizontal Air Velocity 1.2 -> 1.316 (Brawl) [33C8]
- Weight 108 -> 111 (NTSC-U -> PAL) [33E4]
- Changed to Brawl's landing lag (even less lag on L-cancel)
- F-Air Landing Lag 21 -> 16 [3448]
- U-Air Landing Lag 19 -> 14 [3450]
- D-Air Landing Lag 26 -> 24 [3454]
- AttackS3Hi/S/Lw - increase KBG by +20 for greater knockback
- All hitboxes
- KBG 80 -> 100
- AttackHi3 - increased damage and hitbox size
- All hitboxes
- DMG 10 -> 11
- Hitbox0: Size 1300 -> 1690
- Hitbox1: Size 1000 -> 1300
- Hitbox2: Size 1200 -> 1560
- AttackS4
- - ported PAL change: increased damage on F-Smash (+1)
- All hitboxes
- DMG 16 -> 17
- AttackHi4
- - damage increased
- - hitboxes and head invincibility last one more frame
- - less cooldown
- All hitboxes
- DMG 14 -> 16
- BKB 26 -> 30
- Hitbox removal Synch frame 5 -> 6 [4647]
- IASA 40 -> 36 [4653]
- AttackLw4
- - less cooldown (Brawl)
- IASA 50 -> 47 [47BF]
- AttackAirN - Outer foot hitbox size increased to match...foot size
- Hitbox0: Size 900 -> 1400
- AttackAirB - hits now link better?
- Hit 1:
- ANG 60
- BKB 10 -> 40
- DMG 7
- KBG 100 -> 30
- Hit 2:
- ANG 60
- BKB 10 -> 40
- DMG 6
- KBG 100 -> 30
- Hit 3:
- ANG 60
- BKB 10 -> 40
- DMG 5
- KBG 100 -> 30
- Hit 4:
- ANG 60
- BKB 40
- DMG 4 -> 8
- KBG 100
- AttackAirHi - increased damage
- All hitboxes
- DMG 13 -> 14
- AttackAirLw - angles changed to spike
- All hitboxes
- ANG 270 -> 290
- Catch/CatchDash - grab boxes both set to work on airborne foes too
- Catch - frames out longer until Yoshi recedes tongue (Brawl)
- Hitbox removal Synch Frame 4 -> 9 [5CCF]
- CatchDash - frames out longer until Yoshi recedes tongue (Brawl)
- Hitbox removal Synch Frame 6 -> 13 [5D6F]
- ThrowF - changed to grow stronger at higher percents; lower angle
- ANG 45 -> 30
- BKB 40 -> 15
- DMG 6 -> 8
- KBG 66 -> 100
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 08 0F 19 00 00 07 82 20 00
- ThrowB - changed to stronger Brawl throw; lower angle
- ANG 45 -> 35
- BKB 40 -> 55
- DMG 6 -> 7
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 07 11 90 80 00 1B 82 20 00
- ThrowLw - angle slightly adjusted
- ANG 80 -> 84
- ThrowHi - made comboable
- BKB 60 -> 76
- KBG 43 -> 70
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 05 2D 11 80 00 26 02 20 00
- SpecialN - better for damage-racking; opponent vulnerable to follow-ups on breakout
- 34F8 - Damage multiplier when egged 0.5 -> 0.8
- 3518 - Enemy invincibility upon breaking out of egg (frames) 14 -> 1
- DMG of successful egg lay 7 -> 10
- 88 00 00 0A B4 99 00 00 00 00 20 00
- SpecialS - added recovery option
- - less cooldown (90 -> 40 frames cooldown)
- - slightly less gravity to aid recovery
- - initial horizontal boost
- - no more free fall
- 352C - Minimum length in egg roll (frames) 50 -> 0
- 3538 - Initial horizontal speed 0.0 -> 2.0
- 3550 - Egg Gravity 3.0 -> 2.4
- 3570 - Air Acceleration 1.6 -> 1.84
- 35C8 - Egg Roll freefall disabled 30.0 -> 0
- SpecialSLoop [Ground] - double hitbox size inside egg to better match egg shape
- Hitbox0:
- Size 700 -> 1400
- SpecialSLoop [Air] - double hitbox size inside egg to better match egg shape
- Hitbox0:
- Size 700 -> 1400
- ---------------------------
- Zelda (uses 1.00 .dat)
- Attributes
- 380c Friction 1 -> 0.065 (longer wavedash, harder to waveshine)
- 3810 Dash Initial Velocity 1.1 -> 1.3
- 381C Run Initial Velocity 1.1 -> 1.36
- 382C jump start-up lag 6 -> 5
- 3858 Aerial Mobility 0.038 -> 0.09 (Brawl) -> 0.064
- 3860 Max Horizontal Air Velocity 0.95 -> 0.987 (Brawl)
- Attack11: Does shield damage; final hit stronger
- Loop hitboxes:
- SDMG 0 -> 3 each
- Final Hit:
- DMG 2 -> 3, BKB 10 -> 20, KBG 100 -> 120, SDMG 0 -> 3
- AttackDash: Stronger knockback; does shield damage
- Strong hitbox1: BKB 50 -> 70
- Weak hitboxes: BKB 20 -> 50
- SDMG 0 -> 3
- AttackS3 S/Hi/Lw - outer hitbox extended to improve space control
- Hitbox0: Z-Offset 0 -> 600
- AttackLw3 - hitbox out longer; less cooldown (Brawl changes)
- Hitbox Removal Asynch Frame: 8 -> 12 [4967]
- IASA from 30 to 26 (497F)
- AttackS4S - Reworked loop hitboxes
- Hitbox0: ANG 160 -> 180
- Hitbox1: ANG 60 -> 180, WKB 12 -> 35
- Hitbox2: ANG 45 -> 180, WKB 11 -> 35
- Hitbox3: ANG 30 -> 0, WKB 13 -> 30
- AttackHi4 - Reworked hitbox ranges to connect better
- Interval between loops decreased - Asynch Frame: 24 -> 21 [4BDF]
- 4B7C and 4BF8
- Both loops
- Hitbox0: Size 700 -> 900
- Hitbox1: Size 800 -> 1100, Y-Offset 3200 -> 2900
- Hitbox2: Size 800 -> 1100, Y-Offset 3200 -> 2900
- Hitbox3: Size 1200 -> 1500, Y-Offset 3000 -> 2500
- Finale - 4C5C
- Hitbox0: Size 1000 -> 1550, Y-offset 3800 -> 4000
- Hitbox1: Size 1100 -> 1300, Y-Offset 3400 -> 3200
- Hitbox2: Size 1100 -> 1300, Y-Offset 3400 -> 3200
- Hitbox3: Size 1500 -> 1600
- AttackLw4: Dsmash made slightly stronger; 1st hit identical to Brawl's
- 1st hit DMG 11 -> 12, KBG 90 -> 95
- 2nd hit KBG 80 -> 85
- AttackAirN:
- Made to connect more consistently; does shield damage,
- larger hitboxes, range shifted slightly lower and inward
- Given electric effect to weaken crouch cancelling
- Hitbox0: X-offset -900 -> -1920; Y-Offset 1800 -> 2368
- Hitbox1: X-offset 1500 -> 1518; Y-Offset 1600 -> 2016
- Loop hitboxes
- Hitbox0: Size 600 -> 832, ANG 130 -> 150, BKB 0 -> 55, KBG 100 -> 0, WKB 70 -> 0
- Hitbox1: Size 600 -> 832, ANG 130 -> 150, BKB 0 -> 55, KBG 100 -> 0, WKB 70 -> 0
- Hitbox2: Size 1000 -> 1152, ANG 90 -> 110, BKB 0 -> 78, KBG 90 -> 0, WKB 120 -> 0
- Hitbox3: Size 1000 -> 1152, ANG 90 -> 240, BKB 0 -> 45, KBG 90 -> 0, WKB 50 -> 0
- each looping hit: SDMG 0 -> 2
- Finale hit
- Hitbox0 and Hitbox1: Size 600 -> 1024
- Hitbox2 and Hitbox3: Size 1000 -> 1408
- Hitbox0: X-offset -900 -> -1920; Y-Offset 1800 -> 2368
- Hitbox1: X-offset 1500 -> 2099; Y-Offset 1600 -> 1307
- All hitboxes: knockback stats adjusted
- BKB 40 -> 30
- KBG 130/120 -> 80
- 0x4E58
- AttackAirHi: Brawl version; made more powerful, hitbox matches explosion effect
- DMG 13 -> 15, BKB 0 -> 30, KBG 120 -> 110
- Size: 1400 -> 2400
- AttackAirLw:
- electric element and lightning kick SFX added; given Brawl sweetspot version and a weaker version for flub spot
- Hitbox0: DMG 08 -> 16, BKB 0 -> 50, KBG 100 -> 90
- Hitbox1: DMG 07 -> 14, BKB 0 -> 40
- LandingAirN: landing hitboxes added to Zelda's arms
- 0x83CE: Updated data table to 50D0 -> 6920
- 0x6940: New commands start here
- Hitboxes' stats:
- Size 1456
- DMG 5
- ANG 100
- BKB 0
- KBG 100
- WKB 54
- SFX 7 (different from normal N-air SFX)
- Catch:
- Grab frame moved from 12 to 6 (6393)
- Hitbox0: X-Offset 1800 -> 2400
- Hitbox1: X-Offset 400 -> 1000
- 2C 00 00 00 03 E8 00 00 09 60 09 60 B4 99 00 12 00 20 00 8B
- 2C 80 00 00 03 20 00 00 09 60 03 E8 B4 99 00 12 00 20 00 8B
- CatchDash:
- - Grab frame moved from 12 to 9 (63FB)
- - dash grab grab boxes made lower to be able to grab short/crouching characters
- Hitbox0: X-Offset 2000 -> 3200, Y-offset 2200 -> 1400
- Hitbox1: X-Offset 1200 -> 2400, Y-offset 2200 -> 1400
- Hitbox1: X-Offset 400 -> 1200, Y-offset 2200 -> 1400
- SpecialN: Nayru's Love hitboxes larger (+700 per hitbox) and connect better; finale hitboxes have slightly more knockback
- TEST: Nayru's Love is invincible UP TO the second attack loop (start-up + first loop is invincible!)
- Loop hitboxes
- Hitbox0: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
- Hitbox1: Size 700 -> 1400, ANG 10 -> 180, BKB 12 -> 42, KBG 40 -> 0
- Hitbox2: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
- Hitbox3: Size 1000 -> 1700, ANG 10 -> 180, BKB 12 -> 23, KBG 40 -> 0
- Finale hitboxes
- 2C 00 00 05 08 98 00 00 05 DC FC 18 B4 99 00 11 1e 0C 01 23
- 2C 80 00 05 08 98 00 00 05 DC 03 E8 B4 99 00 11 1e 0C 01 23
- 2D 00 00 04 07 08 00 00 05 DC F4 48 B4 99 00 11 1e 0C 00 A3
- 2D 80 00 04 07 08 00 00 05 DC 0B B8 B4 99 00 11 1e 0C 00 A3
- Hitbox0:
- Size 1500 -> 2200
- BKB 50 -> 60
- Hitbox1:
- Size 1500 -> 2200
- BKB 50 -> 60
- Hitbox2:
- Size 1100 -> 1800
- BKB 40 -> 60
- Hitbox3:
- Size 1100 -> 1800
- BKB 40 -> 60
- SpecialS: Din's Fire flies faster and activates quicker
- 3F00 Acceleration 0.06 -> 0.12
- 3F04 ??? - 7.0 -> 40.0
- 3F10 Max Angle of projectile movement 3F B2 B8 C2 -> 3F C6 66 66
- 3F14 Frame lag from release 22 -> 7
- 3FC4 Initial Hitbox Size muliplier 0.3 -> 1.0
- 3FCC Initial Damage 3.0 -> 10.0
- 3FD0 Damage Growth Rate 0.17 -> 0.14
- Hitbox sends horizontally, acts as a KO projectile now, no longer causes freefall when used in the air
- -Din's Fire-
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 01 07 08 00 00 00 00 00 00 B4 8F 00 00 14 04 00 A3
- 3FE4
- DMG 1
- Size 1800
- ANG 140 -> 361
- KBG 60
- BKB 40
- 39AC - Landing Lag/Freefall 24 -> 0 [disables free fall]
- ---------------------------
- Young Link
- D-Air Landing Lag 50 -> 40 [Toon Link change] (3698-369B)
- Attack11: Connects better; less cooldown lag for mix-up ability
- All hitboxes:
- BKB 10 -> 16
- KBG 60 -> 37
- Hitbox0: ANG 361 -> 80
- Hitbox3: ANG 361 -> 80
- IASA 20 -> 16 (4A8F)
- Attack12: Made to connect better, less cooldown for combo options
- All hitboxes:
- KBG 60 -> 20
- BKB 10 -> 40
- Hitbox0: ANG 361 -> 100
- Hitbox1: ANG 361 -> 82
- Hitbox2: ANG 361 -> 60
- Hitbox3: ANG 361 -> 50
- IASA 17 -> 13 (4B27)
- Attack13: Slightly stronger base knockback
- All hitboxes
- BKB 10 -> 30
- AttackDash: Makes it a semi-spike for stronger KO ability
- Angles 361 -> 30
- AttackS3: Strengthen the move to kill at higher %'s; lower angle
- Hitbox0 and Hitbox 1:
- BKB 5 -> 15
- Hitbox 2 and 3:
- BKB 2 -> 13
- (All hitboxes) Angle 361 -> 35
- AttackHi3
- combos better at low percents
- Hitbox0:
- ANG: 85
- BKB: 20 -> 50
- DMG: 8 -> 9
- KBG: 128 -> 100
- Hitbox1:
- ANG: 85
- BKB: 20 -> 50
- DMG: 8 -> 9
- KBG: 126 -> 100
- Hitbox2:
- ANG: 85
- BKB: 20 -> 50
- DMG: 8 -> 9
- KBG: 124 -> 100
- Hitbox3:
- ANG: 70 -> 95
- BKB: 20 -> 50
- DMG: 8 -> 9
- KBG: 130 -> 100
- IASA 32 -> 30 (mirrors brawl's lag reduction) (4E4F)
- AttackLw3: Angles on hitboxes reversed
- Hitbox0 - Hitbox2:
- ANG 280 -> 70
- Hitbox3:
- ANG 70 -> 280
- AttackS41: Should connect better
- Hitbox0: (middle of sword)
- ANG: 75 -> 361
- BKB: 0
- KBG: 100
- WKB: 40
- Hitbox1: (hilt of sword)
- ANG: 75 -> 10
- BKB: 0
- KBG: 100
- WKB: 40
- Hitbox2: (lower end of sword)
- ANG: 75 -> 35
- BKB: 0
- KBG: 100
- WKB: 40
- Hitbox3: (tip of sword)
- ANG: 75 -> 361
- BKB: 0
- KBG: 100
- WKB: 40
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 E0 0A 04 B0 01 F4 00 00 00 00 B4 99 05 13 00 0C 01 07
- 2C 80 C8 0A 02 BC 00 00 00 00 00 00 05 19 05 13 00 0C 01 07
- 2D 01 48 0A 03 20 00 00 00 00 00 00 11 99 05 13 00 0C 01 07
- 2D 80 E0 0A 03 E8 05 78 00 00 00 00 B4 99 05 13 00 0C 00 87
- Command to start Fsmash(2) comes 4 frames earlier (one can immediately input Fsmash2 right after hitboxes of Fsmash1 come out)
- IASA 50 -> 40 (cancel frame lowered; less cooldown) (4FD3)
- AttackS42: Made stronger (similar to Brawl Toon Link's in power) and hitboxes are larger to make attack connection more guaranteed
- Hitbox0: DMG 12 -> 13, Size 1200 -> 1500
- Hitbox1: DMG 12 -> 13, Size 700 -> 1100
- Hitbox2: DMG 11 -> 13, Size 500 -> 900
- Hitbox3: DMG 09 -> 13, Size 1200 -> 1500
- AttackHi4: reworked timers to make hitboxes match animation better
- Asynch 11 -> 10 (50E3) (slash 1)
- Synch 4 -> 7 (5167)
- Synch 2 -> 3 (516F)
- Asynch 21 -> 20 (5177)
- Asynch 26 -> 22 (517F) (slash 2)
- Synch 3 -> 9 (51E3)
- Synch 2 -> 8 (51eb)
- Asynch 39 -> 35 (51F3)
- Asynch 40 -> 36 (51FB) (slash 3)
- Synch 3 -> 7 (5263)
- Synch 4 -> 9 (52bf)
- reworked weight-KBs for slash 1&2, +4 DMG for all third slashes
- First Slash
- Hitbox0:
- Size 800 -> 1650
- BKB: 40 -> 0
- WKB: 23 -> 50
- Hitbox1:
- Size 800 -> 1650
- BKB: 40 -> 0
- WKB: 29 -> 58
- Hitbox2:
- Size 800 -> 1200
- BKB: 40 -> 0
- WKB: 31 -> 50
- Hitbox3:
- Size 500 -> 1000
- BKB: 40 -> 0
- WKB: 31 -> 50
- Second Slash
- Hitbox0:
- Size 800 -> 1650
- ANG: 90 -> 93
- WKB: 28 -> 40
- Hitbox1:
- Size 800 -> 1650
- WKB: 31 -> 43
- Hitbox2:
- Size 800 -> 1200
- WKB: 35 -> 47
- Hitbox3:
- Size 500 -> 1000
- WKB: 37 -> 50
- Third Slash: (normal) Made to be *like* Toon Link's
- Hitbox0:
- Size: 800 -> 1650
- ANG: 100 -> 96
- BKB: 70 -> 67
- DMG: 7 -> 11
- KBG: 70 -> 93
- Hitbox1:
- Size: 800 -> 1650
- ANG: 100 -> 96
- BKB: 70 -> 67
- DMG: 8 -> 12
- KBG: 70 -> 93
- Hitbox2:
- Size: 800 -> 1200
- ANG: 100 -> 96
- BKB: 70 -> 67
- DMG: 8 -> 12
- KBG: 70 -> 93
- Hitbox3:
- Size: 800 -> 1000
- ANG: 100 -> 96
- BKB: 70 -> 67
- DMG: 5 -> 9
- KBG: 70 -> 93
- Third slash: (late) the semi-spike hitboxes +4 DMG
- Hitbox0:
- DMG: 8 -> 12
- Hitbox1:
- DMG: 9 -> 13
- Hitbox2:
- DMG: 9 -> 13
- Hitbox3:
- DMG: 9 -> 13
- [52C7] IASA moved from 52 -> 60 to offset cooldown removal (in-game IASA still @ 52)
- AttackLw4: Make weaker hitboxes uniform with strong hitbox
- First Slash
- Hitbox1: ANG 70 -> 30
- Hitbox2: ANG 70 -> 30
- Hitbox3: DMG 7 -> 12
- Second Slash
- Hitbox1: BKB 70 -> 30
- Hitbox2: BKB 70 -> 30
- Hitbox3: DMG 6 -> 11
- Sword slash effect off Asynch 40 -> 36 [5427]
- IASA Asynch 42 -> 37 [5437]
- AttackAirN:
- Strong hit - increased KBG for better KO potential
- KBG 100 -> 110
- Weak hit - angle changed to better facilitate comboing
- ANG 361 -> 60
- Weak hitboxes come out frame 6 -> 8 [5497]
- Hitbox removal synch frame 22 -> 20 (still occurs frame 28) [54D7]
- Autocancel synch frame 4 -> 2 (frame 30) [54DF]
- AttackAirF: Make first hit as strong as Brawl's, lower angle
- first hit
- Hitbox0:
- DMG 11 -> 13
- BKB 5 -> 22
- Hitbox1:
- DMG 11 -> 13
- BKB 5 -> 22
- Hitbox2:
- DMG 9 -> 13
- BKB 5 -> 22
- Hitbox3:
- DMG 9 -> 13
- BKB 5 -> 22
- second hit: more knockback to faciliate follow-ups
- All hitboxes:
- BKB 0 -> 44
- KBG 90 -> 70
- Hitbox3: DMG 5 -> 7
- AttackAirB:
- First hit should connect more consistently
- ANG 361 -> 72
- WKB 0 -> 40
- Second hit sends slightly vertically now
- ANG 361 -> 60
- BKB 15 -> 18
- KBG 100 -> 117
- AttackAirLw - vertical sending hitboxes slightly stronger
- BKB 40 -> 45
- Catch and CatchDash:
- Hitbox0 and Hitbox2
- and latter Hitbox0 on both subactions
- Can now grab from air also
- ThrowF: should have higher frame advantage on hit
- ANG 55 -> 27
- BKB 25 -> 45
- ThrowB: greater frame advantage
- BKB 24 -> 44
- ThrowHi: Juggle set-up on fastfallers
- BKB 18 -> 85
- KBG 230 -> 70
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 02 2D 11 80 00 2A 82 20 00
- SpecialN - Arrows deal greater stun now for increase comboability
- 4190-41A3
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 01 02 00 00 00 00 00 00 00 28 07 80 00 16 86 00 63
- Size 256 -> 512
- BKB 45 -> 60
- SpecialHi: size increases on hitbox to better match animation
- Loop hitboxes
- +500 to all (400/500/500/400 -> 900/1000/1000/900)
- Ground finale hitboxes send at a lower angle and have size increases
- +500 to all (800/900/900/800 -> 1300/1400/1400/1300)
- ANG: 80 -> 32
- ---------------------------
- Dr. Mario (1.02 .dat)
- Attributes
- Weight 100 -> 101 [35C8]
- AttackLw3 - IASA lowered
- Asynch frame 35 -> 25 [4577]
- AttackDash: Dr. Mario's right foot now has a hitbox for the entire active frames of the move
- AttackS4Lw/S/Hi: F-smash hitboxes last 3 more frames
- Synch frame 5 -> 8 [4663/4763/4863]
- AttackAirN - strong hit comes out earlier (same timing as weak Mario N-air)
- Asynch frame 20 -> 7 [4A87]
- AttackAirF - fist hitbox is as strong as the "body" one
- Hitbox1:
- DMG 16 -> 17
- BKB 40 -> 50
- SpecialLwAir - recovery from Down-B slightly improved
- 3704 - Down B horizontal momentum in air: 0.5 -> 0.6 : 3F 00 00 00 -> 3F 19 99 99
- 371C - Maximum vertical momentum gained from tapping B: 1.4 -> 1.7: 3F B3 33 33 -> 3F D9 99 9A
- ---------------------------
- Roy
- Attributes
- Run Initial Velocity 1.61 -> 1.66 [38C4] 3F CE 14 7B -> 3F D4 7A E1
- Aerial Mobility 0.03 -> 0.05 [3900]
- Max Horizontal Air Velocity 0.9 -> 1.034 [3908]
- Attack11 - no flub spot
- Hitbox3
- BKB 5 -> 30
- DMG 3 -> 6
- SFX 33 -> 35
- AttackDash - no 'flub' hit
- Hitbox3
- ANG 361 -> 85
- BKB 35 -> 70
- DMG 6 -> 12
- KBG 60 -> 55
- - Dash attack active frames are now 12-20 from 12-16 (4EEF) to match sword swing animation
- AttackS31 - no flub hit
- AttackS31 - Middle hitboxes +2 DMG (12 -> 14), SFX 35 -> 67
- SFX change
- 2C 02 70 0A 04 4C 00 00 00 00 00 00 B4 91 80 13 1E 0C 00 8F
- 2C 82 48 0E 02 BC 00 00 00 00 00 00 B4 91 80 13 1E 0C 01 0F
- 2D 00 D8 0E 03 0C 00 00 00 00 00 00 B4 91 80 13 1E 0C 01 0F
- 2D 82 70 0C 03 84 05 78 00 00 00 00 B4 91 80 13 1E 0C 00 8F
- Hitbox3
- BKB 30 -> 60
- DMG 7 -> 12
- SFX 33 -> 35
- AttackHi3:
- - less cooldown on Utilt
- - flub hitboxes' stats adjusted to emulate strong hitbox
- Strong flubbox: Hitbox3
- ANG 361 -> 110
- DMG 6 -> 10
- BKB 20 -> 35
- KBG 100 -> 116
- SFX 33 -> 35
- 'Weak' flubbox: Hitbox3
- ANG 361 -> 85
- DMG 6 -> 10
- BKB 20 -> 35
- KBG 100 -> 116
- SFX 33 -> 35
- - IASA 40 -> 32 [50A7]
- AttackLw3 - no flub hit
- Hitbox3
- BKB 70 -> 90
- DMG 6 -> 12
- SFX 33 -> 35
- AttackS4 -
- - Hitbox3 (tip) slightly stronger
- Hitbox3
- BKB 30 -> 60
- DMG 12 -> 16
- KBG 65 -> 70
- AttackHi4
- - has some horizontal range (think Brawl Marth Usmash)
- - Reworked into a KO move
- - Added explosion effect on Sword of Seals
- Hitbox0
- X-Offset 0 -> 1400
- Y-Offset 2000 -> 1700
- Hitbox1
- Bone 73 -> 0
- Size 1100
- X-Offset 0 -> -1400
- Y-Offset 0 -> 1700
- Z-offset for Hitbox2: 02 BC -> 03 E8
- Sword hitboxes
- DMG 17
- ANG 90
- KBG 80
- BKB 73
- Active Frame 15-19
- IASA 46 [5353]
- Foot hitboxes combo into sword
- Foot hitboxes moved to Asynch Frame 14
- Foot hitboxes
- DMG 2 -> 4
- ANG 98 -> 140
- KBG 100
- WKB 155
- 2D 00 00 04 04 4C 00 00 06 A4 05 78 46 19 13 73 00 04 00 A3
- 2D 80 00 04 04 4C 00 00 06 A4 FA 88 46 19 13 73 00 04 00 A3
- Hitbox Remove on beginning of Frame 15
- 5274-5357 (Action List in Hex as back-up)
- AttackLw4 - sweetspot has more KBG; flubspot does more DMG
- front slash
- Hitbox0-Hitbox2: KBG 70 -> 80
- Hitbox3: DMG 14 -> 16
- back slash
- Hitbox0-Hitbox2: KBG 68 -> 78
- Hitbox3: DMG 8 -> 12
- AttackAirN
- - 2nd hit becomes kill move (Brawl Marth's N-Air tip hit)
- - Larger hitboxes
- DMG 8 -> 12 (no sweetspot system)
- KBG 80 -> 100
- 54BC - 55C3
- All hitbox sizes < 1000 become 1000
- Autocancel 32 -> [55B7]
- AttackAirF
- - Reworked to be slightly more powerful; tip in place to allow high-percent combos into N-Air
- Non-tip hitboxes
- DMG 8 -> 10
- BKB 30
- KBG 70
- damage assimilated
- Hitbox3
- DMG -> 8
- ANG 361 -> 67
- BKB -> 60
- KBG -> 50
- AttackAirB
- - Functions similar Brawl Marth tip hit (strong approach/spacing and KO move now)
- All KBG 70 -> 90
- Middle hitboxes
- DMG 9 -> 14
- Hitbox3 (tip)
- DMG 6 -> 10
- AttackAirHi
- - Hitbox0 (tip) assimilated
- - Uair: BKB 20 -> 35 (more stun)
- AttackAirLw
- - Functions similar to Brawl Ike's Dair meteor, but original "sweetspot" hitboxes now spike
- Hitbox1
- ANG 361 -> 270
- DMG 9 -> 12
- KBG 70
- SFX 67 -> 65
- Hitbox2
- ANG 270 -> 290
- DMG 9 -> 16
- KBG 70 -> 100
- Element Slash -> Fire
- Hitbox3
- ANG 270 -> 290
- DMG 9 -> 16
- KBG 70 -> 100
- Element Slash -> Fire
- Hitbox0
- ANG 90 -> 270
- DMG 9 -> 12
- KBG 70
- SFX 67 -> 65
- DownForwardU: Forward roll from a backplant now has invincibility starting from the beginning of the animation (much like the majority of the cast):
- Invincibility: frame 6 -> 1
- Approx. start of command list: 6064-607F
- SpecialNLoop: Flare Blade does +1 DMG now
- All hitboxes
- DMG 6 -> 7
- 3A24 - Base damage (start of damage accumulation) 6 -> 7
- Assimilate flub boxes on DEDs Side-B (tips not so weak now):
- S1: [3A3C] Aerial vertical boost 1.2 -> 1.4
- S2Hi (DMG 5 -> 6) -> hitbox3
- S2Lw: (3F54) {experimental} All hitboxes: DMG 6 -> 4 -> 3 (?)
- S3Hi: Meteor Hitbox3 assimilated with strong hits (401C);
- weak hitbox3 DMG 5 -> 7
- S3S: All hitboxes: DMG 10/8 -> 9; BKB 50 -> 64
- S3Lw: Loop SDMG 1 -> 5; Finale SDMG 1 -> 6
- S4Hi: hitbox3 DMG 10 -> 13
- S4S: hitbox3 DMG 10 -> 13
- S4Lw: loop and finale hitboxes: SDMG 1/0 -> 5/5 each
- ---------------------------
- Ganondorf (1.02 .dat)
- Air Jump Multiplier: 0.95 -> 1.00 [376C] 3F 73 33 33 -> 3F 80 00 00
- AttackAirN: Kick hitboxes last as long as Brawl's; second N-air starts on frame 16 like the NTSC 1.0 kick goof.
- First kick Hitbox Removal Synch Frame 2 -> 5 [4E1F]
- Second kick comes out frame 20 -> 16 [4E27] (NTSC 1.00 goof replicated)
- second kick Hitbox Removal Synch Frame 2 -> 11 [4E77]
- AttackAirF: Hitboxes given darkness effect
- All hitboxes:
- Element 00 -> 34
- SpecialHi: slight boost in recovery momentum
- 3DDB - Dark Dive starts up 2 frames earlier: Asynch frame 13 -> 11
- 38E4 - Dark Dive landing horizontal momentum .85 -> .90 {3F 59 99 9A -> 3F 66 66 66}
- 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
- Hitbox1: X-offset nerfed: 3413 -> 2800, can now grab airborne foes
- 3E67 - Grab boxes out up to the end of the flashing graphic effect: Asynch frame 30 -> 33 [3E67]
- SpecialHiThrow: knockback growth of Dark Dive throw slightly higher
- KBG 82 ->
- SpecialLwAir - less landing lag
- 3920 - Aerial-ground landing lag modifier
- reduced by 44% {3F 4C CC CD -> 3F E6 66 66} 1.8x
- ---------------------------
- Pichu (1.02 dat)
- Self-damage removed on everything
- Attributes:
- Friction .1 -> .06 (longer wavedash) [346C]
- Dash Initial Velocity 1.8 [3470]
- Run Initial Velocity 1.72 -> 2.0 [347C]
- Weight 55 [34DC]
- D-Air Landing Lag 26 -> 20 [354C]
- AttackDash - grows stronger; less cooldown
- KBG 70 -> 90
- IASA 50 -> 40 [4207]
- AttackHi3 (should be easier to follow-up after hit)
- BKB +30 to each hitbox
- AttackLw3 - lower send angle
- ANG 35 -> 25
- AttackS4
- Self-Damage 2 -> 0 [44AB]
- Loop
- +200 size increase to all loop hitboxes; stats reworked to connect better
- Hitbox0: Size 1022 -> 1222, ANG 0, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 30
- Hitbox1: Size 1107 -> 1307, ANG 20 -> 250, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 40
- Hitbox2: Size 1363 -> 1563, BKB 10 -> 0, KBG 50 -> 100, WKB 0 -> 40
- Finale
- +500 size increase on finale hitboxes, Y-offset slightly increased
- Hitbox0: Size 1022 -> 1522, Y-offset 1200 -> 1600
- Hitbox1: Size 1107 -> 1607, Y-offset 1200 -> 1600
- Hitbox2: Size 1363 -> 1863, Y-offset 1200 -> 1600
- AttackLw4
- KBG 70 -> 90 (greater KO potential)
- IASA 51 -> 41 (less cooldown) [4707]
- effects disabler Asynch Frame 53 -> 43 [470F]
- AttackAirF [47C8-4833] - Reworked as single hit move
- Self-Damage 1 -> 0 [47EB]
- Removed loops, hitboxes still out frame 10, Hitbox removal Synch frame 3 -> 14, Autocancel Synch frame 8 -> 10 (autocancel 34)
- ANG 361 -> 50
- BKB 0 -> 30
- DMG 2 -> 11
- KBG 100 -> 90
- WKB 30 -> 0
- SFX 39 -> 65
- AttackAirB - Similar to a weaker Falcon's F-Air, less cooldown
- Initial hitboxes
- lower angle, stronger KB, IASA lowered
- ANG 361 -> 32
- DMG 9 -> 12
- KBG 100 -> 125
- Element Nothing -> Electric
- Frame 8 hitboxes
- SFX 66 -> 2
- IASA 60 -> 50 [48DF]
- AttackAirHi - base knockback reduced to faciliate more consistent follow-ups
- All hitboxes:
- BKB 100 -> 70
- AttackAirLw - adjusted to better hit with the landing hitbox; meteor smashes
- Self-damage 1 -> 0 [49F7]
- ANG 361 -> 270
- KBG 100 -> 80
- 4B04-4B2B - LandingAirLw
- - set-up for an aerial follow-up
- ANG 361 -> 270
- DMG 4
- BKB 0 -> 60
- KBG 100 -> 30
- WKB 30 -> 0
- Hit: Ground/Air -> Ground only
- Self-Damage 1 -> 0 [4B2F]
- Hitbox0 Size 1533 -> 1833
- Hitbox1 Size 1278 -> 1578
- 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."
- Asynchronous Frame 15 -> 20 [5337]
- CatchAttack
- Self-Damage 1 -> 0 [5B37]
- ThrowF
- Self-Damage 1 -> 0 [5B9F]
- ThrowD - should be safer on floaty characters
- ANG 80 -> 65
- BKB 60 -> 80
- DMG 5
- KBG 38
- .C .. .. .. .. A. G. .. .. BE
- CT T- -D DD AA GG WW W- BB EQ R- --
- 88 00 00 05 20 89 80 00 28 12 20 00
- SpecialN
- Self-Damage 1 -> 0 [36E7]
- SpecialNAir
- Self-Damage 1 -> 0 [3737]
- 3B5C - Aerial Jolt Velocity 1.5 -> 2.0
- SpecialSHold (Skull Bash)
- Self-Damage 1 -> 0 [37C7]
- SpecialS (both): base horizontal firing momentum 1.4 -> 3.0 [3614]
- SpecialHiStart(1) (First agility movement)
- Self-Damage 1 -> 0 [385B]
- SpecialHiStart(2) (Second agility movement)
- Self-Damage 3 -> 0 [38D3]
- SpecialLwLoop (contact with Thunder)
- Self-Damage 3 -> 0 [39DB]
- Thunder - lightning strikes reworked to KO horizontally
- 3CE8
- .C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
- CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
- 2C 00 00 04 09 60 00 00 EC 00 00 00 B4 A1 C0 00 28 08 02 9F
- DMG 4
- Size 1800 -> 2400
- ANG 94 -> 361
- KBG 55 -> 135
- BKB 50
- ---------------------------
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