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] 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 ---------------------------