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KingJigglypuff May 4th, 2016 (edited) 535 Never
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  1. (Unofficial) Patch 1.1.7: The Fan Patch
  2.  
  3. Diddy Kong
  4.  
  5. AttackAirHi
  6. Reverted to pre patch 1.0.6, but slightly nerfed to not be so ridiculous (but not overnerfed either).
  7. DMG: 6 -> 7
  8. Angle: 76 -> 75
  9. BKB: 64 -> 54
  10. KBG: 89 -> 99
  11.  
  12. ThrowLw
  13. Reverted to pre patch 1.0.6.
  14. Angle: 106 -> 105
  15. KBG: 59 -> 40
  16.  
  17. Roy (Credit to SilentDo0m http://pastebin.com/SPyEqmhV)
  18.  
  19. Walk Max Velocity: 1.15 -> 1.2
  20.  
  21. Initial Dash Velocity: 1.4 -> 1.5
  22.  
  23. Air Acceleration: 0.03 -> 0.05
  24.  
  25. Jump V Initial Velocity: 30.97 -> 33.97
  26.  
  27. Hop V Initial Velocity: 13 -> 15
  28.  
  29. Attack11
  30. Hitbox Duration: Frame 5 to Frame 8 -> Frame 4 to Frame 8
  31. Sourspot: Angle: 38 -> 70
  32.  
  33. AttackDash
  34. IASA: Frame 50 -> Frame 42
  35. Sourspot: Angle: 361 -> 140, BKB: 60 -> 80
  36.  
  37. AttackS3
  38. Sourspot: Angle: 361 -> 20
  39. Middle Hitbox: DMG: 9 -> 10
  40.  
  41. AttackHi3
  42. IASA: Frame 39 -> Frame 36
  43.  
  44. AttackLw3
  45. Hitbox Duration: Frame 7 to Frame 9 -> Frame 6 to Frame 9
  46. Sourspot: Angle: 30 -> 80, BKB: 40 -> 80, KBG: 40 -> 60
  47.  
  48. AttackS4
  49. Sourspot: KBG: 70 -> 100
  50.  
  51. AttackAirF
  52. Startup slightly reduced: Frame 7.92 (Frame 12 with 0.66* FSM) -> Frame 6.96 (Frame 12 with 0.58* FSM)
  53. Sweetspot: DMG: 11 -> 11.5
  54. Autocancel Window: Frame 36 -> Frame 28
  55.  
  56. AttackAirB
  57. Sweetspot: DMG: 12 -> 13.5
  58. Autocancel Window: Frame 32 -> Frame 30
  59.  
  60. AttackAirHi
  61. Sweetspot: DMG: 9 -> 11
  62. Sourspot: DMG: 6 -> 7, BKB: 10 -> 50, KBG: 70 -> 55
  63.  
  64. AttackAirLw
  65. Sourspot: Angle: 80 -> 361
  66. Autocancel Window: Frame 55 -> Frame 44
  67. IASA: Frame 52 -> Frame 48
  68.  
  69. ThrowB
  70. DMG: 5 -> 7, Angle: 117 -> 150, BKB: 70 -> 60, KBG: 45 -> 75
  71.  
  72. SpecialS1
  73. Angle and Knockback values edits to match Marth's SpecialS1
  74. Sweetspot: DMG: 3 -> 4
  75. Sourspot: DMG: 2 -> 3
  76.  
  77. SpecialS2Hi/SpecialS2Lw/SpecialS3/SpecialS3Hi/SpecialS3Lw
  78. DMG increased by 1
  79. BKB changed to 50
  80. KBG changed to 30
  81.  
  82. SpecialS4S/SpecialS4Hi
  83. DMG increased by 1
  84.  
  85. SpecialS4Lw
  86. Multihits: BKB: 2 -> 10
  87. Ending Hit: DMG increased by 1 for all hitboxes
  88.  
  89. SpecialAirHi: DMG, Angle, BKB, and KBG values edited to match the grounded version.
  90.  
  91. Mewtwo (Credit to SilentDo0m http://pastebin.com/vs5EsRjP)
  92.  
  93. Attack11
  94. Active hitbox Frames increased to 3 Frames from 1 Frame.
  95.  
  96. Attack100 (D22A1537)
  97. Hitbox sizes increased by 0.5 units.
  98. DMG: 1 -> 1.2, BKB: 14 -> 20, KBG: 30 -> 35
  99.  
  100. AttackEnd:
  101. DMG: 2 -> 4, KBG: 100 -> 120, Active Frames: 1 -> 3.
  102.  
  103. AttackS3S/Hi/Lw:
  104. DMG: 10/9/8 -> 11/10/9, BKB: 20 -> 32, IASA: 36 -> 32
  105.  
  106. AttackS4
  107. Sweetspot: BKB: 21 -> 30, KBG: 85 -> 95
  108. Sourspot: KBG: 90 -> 100
  109.  
  110. AttackLw4:
  111. Active Frames: 2 -> 4
  112. Hitbox size increased by 0.5 units and lowered by 0.5 units.
  113.  
  114. Catch/CatchDash/CatchTurn:
  115. All Grabbox sizes increased by 0.5 units.
  116.  
  117. SpecialHiStart:
  118. Startup: 9 Frames -> 7.2 Frames (9 Frames with a 0.8* FSM).
  119.  
  120. Charizard (Credit to SilentDo0m http://pastebin.com/nXNkedTc)
  121.  
  122. Initial Dash Velocity: 1 -> 1.5
  123.  
  124. Ground Traction: 0.04 -> 0.055
  125.  
  126. JumpSquat: 6 Frames -> 5 Frames
  127.  
  128. Jump V Initial Velocity: 32 -> 35
  129.  
  130. Hop V Initial Velocity: 15.43 -> 16.5
  131.  
  132. Air Speed: 0.92 -> 1
  133.  
  134. Air Acceleration: 0.05 -> 0.065
  135.  
  136. AttackS3S/Hi/Lw
  137. Sourspot: DMG 7 -> 9
  138. Sweetspot: DMG 11 -> 12, KBG 100 -> 96
  139.  
  140. AttackHi3
  141. Startup reduced: Frame 9 -> Frame 8.1 (Frame 9 with 0.9* FSM)
  142. Lingering hitbox added from Frames 14 - 21: DMG: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
  143.  
  144. AttackLw3
  145. Startup reduced: Frame 8.8 (Frame 11 with 0.8* FSM) -> Frame 7.15 (Frame 11 with 0.65* FSM)
  146. IASA: Frame 31 -> 27
  147.  
  148. AttackS4
  149. Sourspot made into Sweetspot: DMG: 14 -> 20, BKB: 60 -> 50, KBG: 94 -> 84, Effect: Normal -> Fire
  150.  
  151. AttackHi4
  152. Hitbox on Frame 6 edited to hit both grounded and aerial foes.
  153. Added a second hitbox on Frame 6 on Charizard's body with similar properties to the first hitbox.
  154. Second hit hitbox sizes increased by 0.5 units.
  155.  
  156. AttackAirN
  157. Landing Lag reduced: 20 Frames -> 16 Frames
  158. Active Frames increased: Frame 9 - 26 -> Frame 5 - 29
  159. Hitbox sizes increased by 0.5 units.
  160. IASA: Frame 60 -> 50
  161.  
  162. AttackAirF
  163. Landing Lag reduced: 22 Frames -> 18 Frames
  164. IASA: Frame 47 -> 37
  165.  
  166. AttackAirB
  167. Weaker hitbox damage increase: 11 -> 14
  168.  
  169. AttackAirHi
  170. Landing Lag reduced: 20 Frames -> 18 Frames
  171. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  172. Active Frames: Frame 12 to Frame 16 -> Frame 10 to Frame 16
  173. Autocancel window: Frame 38 (34 Frames) -> Frame 34 (30 Frames)
  174. IASA: Frame 46 -> 40
  175.  
  176. AttackAirLw
  177. Landing Lag reduced: 33 Frames -> 28 Frames
  178.  
  179. ThrowHi
  180. IASA: Frame 74
  181.  
  182. ThrowLw
  183. Multihit hitlag: 1 -> 0.2
  184. IASA: Frame 70
  185.  
  186. SpecialS
  187. Detection hitbox no longer clangs.
  188. DMG: 4 -> 5
  189.  
  190. SpecialS (Explosion)
  191. DMG: 15 -> 16 (Total DMG: 19 -> 21)
  192. BKB: 70 -> 65
  193. KBG: 84 -> 90
  194.  
  195. SpecialHi
  196. All hitbox sizes (except final hitbox) increased by 0.5 units
  197. Final hitbox size increased by 1 unit
  198. Hitbox placements adjusted to be closer to Charizard's body (moved backward by 3 units)
  199. Multihit hitbox angles adjusted: 72/90/90 -> 366/90/90
  200.  
  201. Bayonetta
  202. *Pending*
  203.  
  204. Up Special
  205. Startup: Frame 3.5 (Frame 7 with 0.5* FSM) -> Frame 5.95 (Frame 7 with 0.85* FSM)
  206. Starting hitbox size reduced by 1 unit. SDI: 1 -> 1.25
  207. Multihit and ending hitbox sizes reduced by 2 units. SDI (multihits): 1 -> 1.5
  208.  
  209. Up Air
  210. DMG: 9 -> 8, BKB: 40 -> 30, KBG: 90 -> 80
  211.  
  212. Wario
  213.  
  214. AttackS4
  215. BKB: 20 -> 30
  216. Hitbox duration: Frame 18 to Frame 20 -> Frame 18 to Frame 21
  217. Added a FSM of 0.8* to Frame 35
  218.  
  219. Bowser
  220.  
  221. ThrowHi
  222. Reverted to 1.1.3
  223.  
  224. Shulk (Credit to SilentDo0m http://pastebin.com/iQDjF4Ku)
  225.  
  226. Attack11
  227. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  228. Hitboxes lowered and increased in size by 0.5 units.
  229. IASA: 26 -> 23
  230. DMG: 3.5 -> 3
  231.  
  232. Attack12
  233. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  234. IASA: 34 -> 28
  235. WKB: 52 -> 42
  236.  
  237. Attack13
  238. Startup Reduced: Frame 12 -> Frame 7.92 (Frame 11 with 0.72* FSM)
  239. Active Frames: Frame 12 to Frame 15 -> Frame 11 to Frame 15 (this is to prevent a glitch in which the attack whiffs when it
  240.  
  241. should hit)
  242. DMG: 5.3 -> 4.3
  243. Sourspot adjusted to match sweetspot.
  244.  
  245. AttackDash
  246. Startup Reduced: Frame 15 -> Frame 10.95 (Frame 15 with 0.73* FSM)
  247. Angle: 60 -> 40
  248. IASA: 53 -> 48
  249.  
  250. AttackS3
  251. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  252. Active Frames: Frame 12 to Frame 14 -> Frame 10 to Frame 14 (this is to prevent a glitch in which the attack whiffs when it
  253.  
  254. should hit)
  255. IASA: 44 -> 40
  256.  
  257. AttackHi3
  258. IASA: 40 -> 38
  259.  
  260. AttackLw3
  261. Startup reduced: Frame 10 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  262. Active Frames: Frame 10 to Frame 12 -> Frame 9 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  263.  
  264. should hit)
  265. IASA: 34 -> 31
  266.  
  267. AttackS4Hi
  268. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  269. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  270.  
  271. AttackS4
  272. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  273. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  274. Hit 2: KBG: 115 -> 125
  275.  
  276. AttackS4Lw
  277. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  278. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  279. Hit 1: Angle: 78/10/40 -> 68/10/30
  280. Hit 2: KBG: 115 -> 125
  281.  
  282. AttackHi4
  283. Hit 1 (ID 0x0): KBG: 40 -> 100
  284. IASA: 68 -> 60
  285.  
  286. AttackAirN
  287. Startup reduced: Frame 13 -> Frame 9.88 (Frame 13 with 0.76* FSM)
  288. Active hitbox frames increased by 3. Hitbox termination: Frame 31 -> Frame 34
  289. IASA: 71 -> 66
  290. Autocancel: Frame 80 -> Frame 57
  291.  
  292. AttackAirF
  293. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  294. Active hitbox frames increased by 2.
  295. DMG: 8/6.5 -> 9.5/8. KBG, 100 -> 90
  296. Autocancel: Frame 57 -> Frame 45
  297.  
  298. AttackAirB
  299. Startup reduced: Frame 18 -> Frame 15.84 (Frame 18 with 0.88* FSM)
  300. Tipper hitbox size increased by 0.5 units.
  301. Autocancel: Frame 79 -> Frame 48
  302.  
  303. AttackAirHi
  304. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  305. First hit active Frames increased by 2 Frames
  306. Second hit activation: Frame 24 -> Frame 19
  307. Hit 2 (sourspot): DMG: 8 - > 9, KBG: 100 -> 86
  308. Lingering hitbox added: Active Frames: Frame 21 to Frame 30, DMG: 6, Angle: 88, BKB: 35, KBG: 100
  309. Autocancel: Frame 79 -> Frame 48
  310.  
  311. AttackAirLw
  312. Startup reduced: Frame 14 -> Frame 11.9 (Frame 14 with 0.85* FSM)
  313. First hit edited to hit both grounded and aerial foes and active Frames extended by 2
  314. Hit 1: DMG: 7.5 -> 6
  315. Second hit activation: Frame 23 -> Frame 19
  316. Hit 2 (Hitbox ID 0x0): BKB: 10 -> 20
  317. Hit 2 (Hitbox ID 0x1): BKB: 10 -> 40
  318. Lingering hitbox added: Active Frames: Frame 21 -> 32, DMG: 6, Angle 85, BKB: 20, KBG: 100
  319. Autocancel: Frame 78 -> Frame 52
  320.  
  321. SpecialS/SpecialAirSFall
  322. DMG: 10/9/16/14 -> 12/12/20/20, KBG: 100 -> 96
  323.  
  324. SpecialSLanding
  325. DMG: 10/9/15/13 -> 12/12/20/20, KBG: 100 -> 96
  326.  
  327. SpecialHi
  328. Ledge Grab window: Frame >40 -> Frame >37
  329. Hitboxes added to Frames 14 to 16. DMG: 5, Angle 86/52, WKB: 62/58, KBG: 100
  330. (Frames 10 to 12) WKB: 140/135/100 -> 135/130/125
  331. (Frames 12 to 14) WKB: 78/80 -> 80/78
  332.  
  333. SpecialHiAdd
  334. DMG: 5.5 -> 7, BKB: 35 -> 45, KBG: 170 -> 145
  335.  
  336. SpecialLwF
  337. KBG: 94 -> 80
  338.  
  339. SpecialLwAttack
  340. Aerial Version Intangability: Frame 9 to Frame 44 -> Frame 1 to Frame 45.
  341. KBG: 84 -> 70
  342.  
  343. Mii Gunner (Credit to DarkLordRS)
  344.  
  345. Running Speed: 1.3 -> 1.4
  346.  
  347. Attack11
  348. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  349.  
  350. Attack12
  351. Jab Transistion: Frame 13 -> Frame 11
  352.  
  353. Attack13
  354. Startup: Frame 7 -> Frame 4.97 (Frame 7 with 0.71 FSM)
  355. First hit hitbox sizes increased by 0.5
  356.  
  357. AttackDash
  358. BKB: 80 -> 70, KBG: 70 -> 80
  359.  
  360. AttackS3
  361. All hitboxes DMG increased by 1.
  362. Hitbox added to Frames 16 to Frame 18. DMG: 5.5, Angle: 361, BKB: 30, KBG: 100
  363.  
  364. AttackHi3
  365. Hitbox0: BKB: 50 -> 40, KBG: 100 - > 110
  366. Hitbox1: BKB: 50 -> 40, KBG: 80 -> 90
  367. IASA: Frame 38 -> Frame 30
  368.  
  369. AttackLw3
  370. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  371. BKB: 80 -> 60, KBG: 60 -> 80
  372. IASA: Frame 41 -> Frame 38
  373.  
  374. AttackS4
  375. Startup: Frame 17 -> 14.96 (Frame 17 with 0.88* FSM)
  376. IASA: 78 -> 64
  377. Further multihit hitbox moved forward by 2 units
  378. Multihit edited to hit downed foes.
  379. Multihit: DMG: 0.8 -> 1, Rehit Rate: 4 Frames -> 3 Frames
  380. Final Hit: KBG: 193 -> 200
  381.  
  382. AttackHi4
  383. Final Hit: KBG: 150 -> 165
  384.  
  385. AttackAirN
  386. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  387. Autocancel: Frame 35 -> Frame 30
  388.  
  389. AttackAirF
  390. Horizontal Momentum: -1 -> -0.5
  391. Autocancel: Frame 47 -> Frame 27
  392. IASA: Frame 56 -> Frame 46
  393.  
  394. AttackAirB
  395. Landing Lag: 18 Frames -> 15 Frames
  396. Hitbox sizes increased by 1 unit.
  397. Hitbox0: BKB: 30 -> 42
  398.  
  399. AttackAirHi
  400. Landing Lag: 22 Frames -> 18 Frames
  401. Final Hit: KBG: 170 -> 180
  402. Autocancel: Frame 60 -> Frame 50
  403. Landing lag has an added hitbox (2 Frame duration). DMG: 4. Angle: 72, BKB: 40, KBG: 180
  404. IASA: Frame 62 -> Frame 52F
  405.  
  406. AttackAirLw
  407. Landing Lag: 28 Frames -> 22 Frames
  408. Vertical Momentum (1) added on Frame 20.
  409. Active Frames: Frame 20 to Frame 21 -> Frame 20 to Frame 22
  410. Sourspot: Angle: 361 -> 270, BKB: 30 -> 20, KBG: 90 -> 80
  411. Spike hitbox made to hit grounded foes, increased in size and moved down by 0.5 units.
  412. Ground only hitbox removed.
  413. Spike hitbox: BKB: 2 -> 30
  414. Autocancel: Frame 54 -> Frame 44
  415.  
  416. ThrowF
  417. BKB: 42 -> 32, KBG: 130 -> 140
  418.  
  419. ThrowLw
  420. BKB: 95 -> 65, KBG: 50 -> 60
  421.  
  422. SpecialN (Charge Blast)
  423. Full Charge: DMG: 22 -> 23, BKB: 20 -> 30, KBG: 64 -> 74
  424.  
  425. SpecialN (Laser Blaze)
  426. Initial hit made to cause flinching, while the later hit has been kept as a flinchless hitbox.
  427.  
  428. SpecialHi (Cannon Uppercut)
  429. Second hit: DMG: 8 (6) -> 9 (7), KBG: 134 -> 140
  430.  
  431. SpecialLw (Echo Reflector)
  432. Ground only hitbox edited to hit air foes, Air only hitbox removed.
  433. Endlag decreased by 20% (FSM ot 0.8* added)
  434.  
  435. SpecialLw (Absorbing Vortex)
  436. Endlag decreased by 20% (FSM ot 0.8* added)
  437.  
  438. Cloud (Credit to SilentDo0m http://pastebin.com/0gHvnZwj)
  439.  
  440. Limit Break Air Mobility: 1.32 -> 1.22
  441.  
  442. Attack11
  443. Hitboxes (IDs 0x1 and 0x2) extended by 3 units.
  444.  
  445. Attack12
  446. Hitbox ID 0x2 extended by 1 unit.
  447. DMG: 2 -> 3
  448.  
  449. Attack13
  450. DMG: 3.5 -> 4.5
  451.  
  452. AttackHi3
  453. Hitbox Duration: Frame 6 to Frame 10 -> Frame 4 to Frame 10.
  454. Startup: Frame 6 -> Frame 6 (Frame 4 with 1.5* FSM)
  455. IASA: Frame 33 -> Frame 32
  456.  
  457. AttackLw3
  458. Leg Intangibility removed.
  459.  
  460. AttackHi4
  461. Late Hit: DMG: 8 -> 10
  462.  
  463. AttackAirN
  464. Startup: Frame 5 -> Frame 8 (Frame 5 with 1.6* FSM)
  465. Further hitbox extended by 3 units.
  466.  
  467. AttackAirF
  468. Landing Lag: 18 Frames -> 19 Frames
  469. DMG: 14/14/13/13 -> 16/16/14.5/14.5, KBG: 90/100/83/83 -> 90/100/88/88
  470.  
  471. AttackAirLw
  472. Spike hit: DMG: 15 -> 14, KBG: 100 -> 95
  473. Non Spike hit: KBG: 105 -> 95
  474. Lingering Hitbox Frames: Frame 14 to Frame 43 -> Frame 14 to Frame 39
  475.  
  476. SpecialN/SpecialAirN (Projectile)
  477. Hitbox sizes increased by 1 unit and extended upward by 2 units.
  478.  
  479. SpecialS1
  480. Angle: 75/105/367 -> 366 BKB: 30 -> 0, WKB: 0 -> 80, KBG: 35/35/40 -> 100
  481.  
  482. SpecialS2
  483. DMG: 3 -> 2, Angle: 107/78 -> 366, BKB: 43 -> 0, WKB: 0 -> 80, KBG: 25 -> 100
  484.  
  485. SpecialS3:
  486. Hits 1 and 2 DMG decreased by 1
  487.  
  488. SpecialHi2
  489. Hitbox ID 0x1: BKB: 130 -> 80, KBG: 25 -> 50
  490.  
  491. SpecialS3 (Limit Break)
  492. Final Hit: DMG: 10 -> 9, Angle: 50 -> 60, KBG: 153 -> 140
  493.  
  494. SpecialLw (Finishing Touch)
  495. Intangability added to Frames 5 to 10
  496. Hitbox on Frames 20 to 21 KBG increased to match earlier hitboxes.
  497.  
  498. Palutena (Ideas taken from the Palutena boards on SmashBoards)
  499.  
  500. Air Speed: 0.91 -> 0.975
  501.  
  502. Attack11
  503. Startup: Frame 7 (Frame 11 with 0.5* FSM that ends on Frame 8) -> Frame 5.94 (Frame 11 with 0.54* FSM)
  504. IASA: Frame 26 -> Frame 23
  505.  
  506. AttackDash
  507. Hitbox Duration: 12 Frames -> 14 Frames
  508. Main Hit: DMG: 9 -> 10, KBG: 90 -> 100
  509. Lingering Hit: DMG: 5 -> 6, KBG: 70 -> 80
  510. IASA: Frame 52 -> Frame 42
  511.  
  512. AttackS3
  513. Startup: Frame 17 -> Frame 10.88 (Frame 17 with 0.64* FSM)
  514. IASA: Frame 68 -> Frame 55
  515. Hitbox Durations: 23 Frames -> 16.1 Frames (0.7* FSM)
  516. Hit 1: DMG: 6/4 -> 5 BKB: 43 -> 0, WKB: 0 -> 75, KBG: 65 -> 100
  517. Hit 2: DMG: 6/4 -> 7/5, BKB: 43 -> 53
  518.  
  519. AttackHi3
  520. Startup: Frame 10 -> Frame 8 (Frame 10 with 0.8* FSM)
  521. Multihit: Rehit Rate: 5 Frames -> 4 Frames
  522. Endlag reduced by ~10% (0.9* FSM after hitboxes terminate).
  523. IASA: Frame 68 -> Frame 58
  524.  
  525. AttackLw3
  526. Startup: Frame 14 -> Frame 9.94 (Frame 14 with 0.71* FSM)
  527. Endlag reduced by ~15% (0.85* FSM after hitboxes terminate).
  528. Air only hitbox removed and ground only hitbox edited to hit air foes.
  529. Hitbox ID 0x0: Size increased by 1 unit and lowered by 0.5 units.
  530. Angle: 361 -> 60, BKB: 38 -> 40
  531.  
  532. AttackS4
  533. Hitbox sizes increased and extended by 2 units.
  534. DMG: 16/13 -> 17/14
  535. IASA: Frame 68 -> Frame 58
  536.  
  537. AttackHi4
  538. Startup: Frame 18 -> Frame 12.96 (Frame 18 with 0.72* FSM)
  539. IASA: Frame 68 -> Frame 58
  540.  
  541. AttackLw4
  542. IASA: Frame 72 -> Frame 62
  543. DMG: 15/13 -> 16/14, Angle: 60/28 -> 28
  544. Windbox size increased by 4 units.
  545. Windbox: WKB: 32 -> 40
  546.  
  547. AttackAirN
  548. Landing Lag: 20 Frames -> 15 Frames
  549. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  550. Final Hit: BKB: 30 -> 40, KBG: 180 -> 190
  551.  
  552. AttackAirB
  553. All hitboxes DMG increased by 1.
  554.  
  555. AttackAirHi
  556. Landing Lag: 24 Frames -> 12 Frames
  557.  
  558. AttackAirLw
  559. IASA: Frame 59 -> Frame 49
  560. *Pending* Hitboxes moved to Palutena's leg.
  561. *Pending* Hitbox duration: Frame 10 to Frame 11 -> Frame 9 to Frame 12
  562.  
  563. ThrowB
  564. Angle: 361 -> 51, KBG: 70 -> 100
  565.  
  566. ThrowHi
  567. DMG: 8 -> 10, KBG: 60 -> 80
  568.  
  569. ThrowLw
  570. DMG: 5 -> 6
  571.  
  572. SpecialN (Autoreticle)
  573. Searching Hitbox: Size increased by 25 units.
  574. IASA: Frame 68 -> Frame 54
  575. Projectile(s): BKB: 20 -> 40, KBG: 42 -> 50
  576.  
  577. SpecialS (Reflect Barrier)
  578. Startup: Frame 8 -> Frame 7 (Frame 8 with 0.875* FSM)
  579. Barrier: WKB: 35 -> 50
  580. BKB: 10 -> 30
  581. IASA: 56 -> 40
  582.  
  583. Special Hi (Warp)
  584. Intangability Frames: Frame 16 to Frame 31 -> Frame 11 to Frame 36
  585.  
  586. SpecialLw (Counter)
  587. Counter Activation Frames: Frame 10 to Frame 32 -> Frame 7 to Frame 32.
  588. IASA: Frame 75 -> Frame 55
  589.  
  590. SpecialLw (Counter Attack)
  591. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  592. Sourspot: BKB: 20 -> 45, KBG: 65 -> 80
  593. Sweetspot: BKB: 40 -> 45, KBG: 75 -> 80
  594. IASA: Frame 56 -> Frame 36
  595.  
  596. Little Mac (Credit to SilentDoom. http://pastebin.com/9bJwLQYd)
  597.  
  598. Jump Initial Velocity: 26 -> 30
  599.  
  600. Attack11
  601. BKB: 10 -> 0, WKB: 0 -> 20, KBG: 80 -> 90
  602. IASA: Frame 22 -> Frame 17
  603.  
  604. Attack12
  605. Rapid Jab variable clear command removed.
  606. Jab 3 window: Frame 9 -> Frame 4.
  607. BKB: 10 -> 0, WKB: 0 -> 20, KBG: 80 -> 90
  608. IASA: Frame 22 -> Frame 18
  609.  
  610. Attack100
  611. Hitbox sizes increased by 0.8 units.
  612.  
  613. AttackS3
  614. Hit1 (Hitbox ID 0x0): Angle: 60 -> 35, WKB: 50 -> 30
  615. Hit 2 hitboxe sizes increased by 1 unit.
  616.  
  617. AttackS4S/AttackS4Hi/AttackS4Lw
  618. Windbox: WKB: 24 -> 50, KBG: 100 -> 80
  619.  
  620. AttackAirN
  621. Landing Lag: 16 Frames -> 10 Frames
  622. Autocancel: Frame >25 -> Frame >15
  623.  
  624. AttackAirB
  625. DMG: 6/4/4 -> 7/5/5, BKB: 25 -> 35
  626.  
  627. AttackAirHi
  628. Landing Lag: 22 Frames -> 14 Frames
  629. Autocancel: Frame >40 -> Frame >30
  630. IASA: Frame 42 -> Frame 28
  631.  
  632. Catch/CatchDash/CatchTurn
  633. Startup: Frame 9/10/11 -> Frame 6.91 (Frame 9 with 0.77* FSM)/9 (Frame 10 with 0.9* FSM)/9.9 (Frame 11 with 0.9* FSM)
  634. Grabbox sizes increased by 1 unit and extended forward by 1.5 units
  635.  
  636. ThrowF
  637. Throw: Angle: 45 -> 25, BKB: 45 -> 35, KBG: 104 -> 90
  638.  
  639. ThrowHi
  640. Throw: DMG: 3 -> 6, KBG: 104 -> 98
  641.  
  642. SpecialHi
  643. Multihit: DMG: 1 -> 2.5
  644.  
  645. SpecialLw (Counter hit)
  646. KBG: 50 -> 60
  647.  
  648. King Dedede (Ideas taken from the Dedede boards on SmashBoards and Zikkh)
  649.  
  650. Air Mobility: 0.63 -> 0.72
  651.  
  652. Walk Max Velocity: 0.98 -> 1.08
  653.  
  654. Initial Run Velocity: 1.36 -> 1.46
  655.  
  656. Attack11
  657. Startup: Frame 10 -> Frame 4.8 (Frame 8 with 0.6* FSM)
  658. Active Frames: Frame 10 to Frame 12 -> Frame 8 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  659.  
  660. should hit)
  661. Hitboxes moved from root bone over onto the hammer.
  662. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  663. Jab 2 Window: Frame >19 -> Frame >16
  664. IASA: Frame 38 -> Frame 34
  665.  
  666. Attack12
  667. Startup: Frame 11 -> Frame 6 (Frame 10 with 0.6* FSM)
  668. Hitboxes moved from root bone over onto the hammer.
  669. Rapid Jab Window: Frame >24 -> Frame >18
  670. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  671.  
  672. AttackEnd
  673. Startup: Frame 6 -> Frame 3 (Frame 6 with 0.5* FSM)
  674.  
  675. AttackDash
  676. Knockback-based Heavy Armor added on Frame 7 until Frame 28.
  677. Horizontal momentum is boosted by 2 units on Frame 28.
  678.  
  679. AttackHi3
  680. Startup: Frame 9 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  681. Sourspot: DMG: 10 -> 12
  682.  
  683. AttackLw3
  684. Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
  685.  
  686. AttackHi4
  687. Hitbox Duration: Frame 17 to Frame 25 -> Frame 16 to Frame 21
  688. Endlag reduced by 20% (0.8* FSM added to Frame 25)
  689.  
  690. AttackAirN
  691. Landing Lag: 15 Frames -> 12 Frames
  692.  
  693. AttackAirF
  694. Landing Lag: 30 Frames -> 25 Frames
  695. DMG: 12 -> 13
  696. Endlag reduced by 20% (0.8* FSM added to Frame 20)
  697.  
  698. AttackAirB
  699. Landing Lag: 21 Frames -> 19 Frames
  700.  
  701. AttackAirHi
  702. Final Hit: KBG: 150 -> 165
  703.  
  704. AttackAirLw
  705. Landing Lag: 30 Frames -> 26 Frames
  706. Sweetspot sizes increased by 2.
  707. Sourspot size reduced by 2 and moved upward 10 units.
  708.  
  709. Catch/CatchDash/CatchTurn
  710. Grabbox sizes increased by 0.5 units and extended by 1 unit
  711.  
  712. ThrowF
  713. KBG (Throw): 80 -> 90
  714.  
  715. ThrowB
  716. Hit: DMG: 4 -> 5
  717. Throw: DMG: 9 -> 10, KBG (Throw): 79 -> 89
  718.  
  719. ThrowHi
  720. Throw: DMG: 5 -> 6, BKB: 70 -> 60, KBG: 72 -> 75
  721.  
  722. ThrowLw
  723. BKB: 70 -> 60, KBG: 82 -> 65
  724.  
  725. SpecialN
  726. IASA (End): 78 -> 63
  727.  
  728. SpecialS
  729. Startup: Frame 29 -> Frame 24.94 (Frame 29 with 0.86* FSM)
  730. Endlag reduced by 15% (0.85* FSM added after Frame 29)
  731.  
  732. SpecialLwStart
  733. Startup reduced by 25% (0.75* FSM)
  734.  
  735. SpecialLw (Max)
  736. Shield Damage: 0 -> 15
RAW Paste Data
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