Well I haven't made the changelists consistent in style yet, but here:
Things to note:
- Frame Speed Modifications largely unaccounted for (atm) except for really "obvious" ones
- Any Attribute edits outside of ALR are undocumented (even camera adjustments). This is because the Parser doesn't seem to output Attributes.
Also: IDK what's up with all the asterisks, apparently vBulliten just decided to make indents and stuff become asterisks now instead of just ignoring them (lol).
[collapse=Toon Link]
Subaction 43
Name: EscapeN
New commands added:
Asynchronous Timer - Frames=3.00x,
Frame Speed - Multiplier=1.50x,
Asynchronous Timer - Frames=15.00x,
Frame Speed - Multiplier=0.80x,
----------------------------------------------------
Asynchronous Timer – Frames=20.00x->18.00x,
Body Collision - Collision State=0x0,
Asynchronous Timer – Frames=25.00x->19.00x,
Allow Interrupt -> Frame Speed - Multiplier=0.50x,
Neutral tech changed to have more a smoother animation in better increments. More punishable after invincibility frames wear off.
--------------------------------------------------------
If - Requirement=Bit is Set, RA-Basic[100],
Bit Variable Clear - RA-Basic[100],
Frame Speed - Multiplier=0.40x,
Asynchronous Timer - Frames=2.00x,
Frame Speed - Multiplier=1.00x,
End If
--------------------------------------------------------
Snippet is added for the “Airdodge in Tumble” injection code. If one tries to airdodge while still being in tumble state, the airdodge state is more vulnerable.
Asynchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x2,
Asynchronous Timer – Frames=29.00x->24.00x,
Body Collision - Collision State=0x0,
Set Air/Ground - 0x0,
*NEW* Asynchronous Timer - Frames=44.00x,
*NEW* Allow Interrupt
Airdodge invincibility starts earlier but more punishable post-invincibility frames.
*** * Jab (Hits 1 and 2): Decreased SDI Capacity to make hit connections more consistent.
-SDI Capacity Multiplier: 1.50x->1.20x
*** * Dash Attack: Creates follow-up options after trips and safer on-hit.
-Frame Speed - Multiplier 1.500x Frame 13 [Animation Engine Code]
*** * U-Tilt:* Removes early percent U-Tilt lock and gives more consistent knockback for follow-ups at all percents.
********* – (Hitbox 1) BKB 30 -> 50, KBG 122 -> 100, Angle 95*
********* – (Hitbox 2) BKB 30 -> 50, KBG 130 -> 100, Angle 85*
********* – (Hitbox 3) BKB 30 -> 50, KBG 124 -> 100, Angle 85*
********* – (Hitbox 4) BKB 30 -> 50, KBG 123 -> 100, Angle 85*
*** * D-Tilt: modified for combo set-ups and kill opportunities at high percents.
********* – (Hitbox 1) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 2) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 3) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 4) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
*** * F-Smash (1st hit): Modified to connect better to the second hit and deal less damage
********* *All Hitboxes* Offensive Collision -> Special Offensive Collision; Reversible trajectory option disabled [Undefined (2): 004FFFC3]
********* – (Hitbox 1) 10% -> 6%, BKB 0 -> 28, KBG 110 -> 50, Angle 80* -> 60*
********* – (Hitbox 2) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 76* -> 35*
********* – (Hitbox 3) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 45* -> 35*
********* – (Hitbox 4) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 10* -> 35*
* F-Smash (2nd hit): Smash DI enabled in place of “Cinematic Hitlag.”
*All Hitboxes* SDI Capacity Multiplier: 0.00x->1.00x
* U-Smash: Made riskier on shields.
IASA at frame 33 (Asynchronous Frame: 32) removed; IASA now at 41.
* D-Smash (1st hit): Sends horizontally instead of linking into second hit as the move was glitchy on irregular surfaces.
********* - SDI Capacity Multiplier: 0.00x->1.00x
********* – (Hitbox 1) 7% -> 13%, BKB 40 -> 35, KBG 100 -> 70, Angle 70* -> 40*
********* – (Hitbox 2) 7% -> 13%, BKB 40 -> 35, KBG 100 -> 70, Angle 70* -> 40*
********* – (Hitbox 3) 6% -> 13%, BKB 0 -> 35, KBG 100 -> 70, Angle 170* -> 40*
********* – (Hitbox 4) 6% -> 13%, BKB 0 -> 35, KBG 100 -> 70, Angle 170* -> 40*
********* – (Hitbox 5) 6% -> 15%, BKB 0 -> 45, KBG 100 -> 85, Angle 180* -> 35*
* D-Smash (2nd hit): Changed to accompany changes done to the 1st hit.
********* – (Hitbox 1) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 2) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 3) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 4) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
* N-Air: Angles changed to combo better and send in more favorable trajectories.
********* – *All Hitboxes* Angle 361* -> 50*
- ALR: 15->8
* F-Air: Angles changed to facilitate KO potential.
********* – *All Hitboxes* Angle 361* -> 35*
- ALR: 18->12
* B-Air: Facilitates combo potential and weakens KO ability.
********* – (Hitbox 1) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 2) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 3) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 4) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
- ALR: 10->7
* U-Air: Improves pressuring and lowers punishablilty
********* - ALR: 21->11
* D-Air: Makes meteor smashing more profitable.
********* – (Hitbox 1) BKB 40 -> 50, KBG 80 -> 90, Angle 270*; Slash -> Aura element
********* – (Hitbox 2) BKB 30 -> 40, KBG 80 -> 90, Angle 270*
Subaction 6C, 6D, 6E
- ALR: 40->20
Name: Catch, CatchDash, CatchTurn
*NEW* Bit Variable Set – RA-Bit[16] added to end of subaction.
* Side-B: Boomerang can be “Arrow Canceled” on frame 34.
Lines added:
Asynchronous Timer - Frames=33.00x,
Change Action - ID=0x112, Requirement=Button Pressed, Variable=0x1,
Additional Requirement - IC-Basic[1013] < IC-Basic[3164]
Additional Requirement - IC-Basic[1019] < IC-Basic[3165]
* Up-B (Ground): Made easier to escape and SDI enabled on finale hit.
-Hitlag Multiplier: 0.50x->0.75x (1 dmg hitboxes)
-SDI Capacity Multiplier: 0.00x->1.00x (Final Hit)
* Up-B (Air): Made easier to escape.
Auto-sweetspot in hitlag disabled until move is finished:
-SDI Capacity Multiplier: 0.50x->0.70x (Linking Hits)
-Asynchronous Timer: 18.00x->3.00x:
“Enable/Disable Ledgegrab – 0x1” -> “Enable/Disable Ledgegrab – 0x0”
-Asynchronous Timer: 33.00x->51.00x:
“Enable/Disable Ledgegrab – 0x2”
Up-B finale hits' angles correlate to where you hit with the move:
********* – (Hitbox 1) Angle 361* -> 91*
********* – (Hitbox 2) Angle 361* -> 75*
********* – (Hitbox 3) Angle 361* -> 40*
********* – (Hitbox 4) Angle 361* -> 70*[/collapse][collapse=Marth]#############################################
Subaction 43
Name: EscapeN
Frame 1:
Frame Speed - Multiplier=1.75x,
Asynchronous Timer - Frames=15.00x,
Frame Speed - Multiplier=1.00x,
Asynchronous Timer - Frames=20.00x,
Frame Speed - Multiplier=0.80x,
Asynchronous Timer – Frames= 20.00-> 22.00x,
Body Collision - Collision State=0x0,
Asynchronous Timer - Frames=24.00x,
Allow Interrupt -> Frame Speed – Multiplier=0.60x
Neutral tech changed to have more a smoother animation in better increments. More punishable after invincibility frames wear off.
#############################################
Subaction 46
Name: EscapeAir
--------------------------------------------------------
If - Requirement=Bit is Set, RA-Basic[100],
Bit Variable Clear - RA-Basic[100],
Frame Speed - Multiplier=0.40x,
Asynchronous Timer - Frames=2.00x,
Frame Speed - Multiplier=1.00x,
End If
--------------------------------------------------------
Snippet is added for the “Airdodge in Tumble” injection code. If one tries to airdodge while still being in tumble state, the airdodge state is more vulnerable.
Invincibility Start: Asynchronous Timer – Frames=30.00x->25.00x,
*NEW* Asynchronous Timer - Frames=44.00x,
*NEW* Allow Interrupt
Airdodge invincibility starts earlier but more punishable post-invincibility frames.
#############################################
Subactions 48-49
Name: Attack11; Attack12 (Jab 1;2)
Hitbox IDs 0-2:
-Hitlag Multiplier: 0.70x->0.80x
#############################################
Subaction 55
Name: AttackLw3 (D-Tilt)
Made less effective for wall locks
-Hitbox ID 0: KBG 40->44
-Hitbox ID 1: KBG 40->49 BKB 25->40
-Hitbox ID 2: KBG 40->49 BKB 20->36
#############################################
U-Tilt:
-Frame Speed - Multiplier 1.400x Frame 13 [Animation Engine Code]
#############################################
Subaction 58
Name: AttackS4S (F-Smash)
-All hitboxes (IDs 0-3): angle 361->40
-Hitbox ID 1: X-offset 5.00->5.30
-Hitbox ID 3 (tip): Size 3.00->3.30; SDI Capacity Multiplier: 0.00x->1.00x
#############################################
Subaction 5D
Name: AttackHi4 (U-Smash)
-Hitbox ID: 3 - 9->3.5
-Hitbox ID: 4 - -9->-3.5
#############################################
Subaction 60
Name: AttackLw4 (D-Smash)
-First Slash: Hitbox IDs 1-2 angle 361->75
-Second Slash: Hitbox IDs 1-2 angle 361->60
#############################################
Subaction 62
Name: AttackAirN (N-Air)
-First Slash Hitbox IDs 0-2: Hitlag Multiplier: 0.70x->0.85x
-Second Slash Hitbox ID 3: angle 361->35
-ALR Frames: 9 -> 7
#############################################
Subaction 63
Name: AttackAirF (F-Air)
Hitbox ID 0-1:
Damage: 10->7
Knockback Growth: 70->80
Base Knockback: 40->35
Angle: 361->40
Hitbox ID 2 (tip):
Damage: 13->9
Knockback Growth: 80->87
Base Knockback: 40->35
Angle: 361->70
-ALR Frames: 9 -> 7
Special @ FitMarthMotionEtc.pac:
Animation “AttackAirF” has been tweaked to extend horizontal range during active hitbox frames while cutting a portion of veritcal range from the sword arc.
#############################################
Subaction 64
Name: AttackAirB (B-Air)
Hitbox ID 0-1:
Damage: 11->9
Knockback Growth: 85->60
Angle: 361->30
Hitbox ID 2 (tip):
Damage: 14->13
Angle: 361->45
Hitbox Size: 4.80x->6.00x
-ALR Frames: 21 -> 11
#############################################
Subaction 65
Name: AttackAirHi (U-Air)
Hitbox ID 0 (tip):
Knockback Growth: 80->73
-ALR Frames: 9 -> 7
#############################################
Subaction 66
Name: AttackAirLw (D-Air)
-ALR Frames: 32 -> 16
#############################################
Subaction 72
Name: ThrowB (B-Throw)
KBG: 60->62
BKB: 50->66
Angle: 140->120
IASA: 45->41
#############################################
Subaction 73
Name: ThrowF (F-Throw)
BKB: 70->80
#############################################
Subaction 74
Name: ThrowHi (U-Throw)
KBG: 80->120
*NEW*
Asynchronous Timer - Frames=32.00x,
Allow Interrupt
############################################
Subaction 1D0-1D1
Name: SpecialNEnd (Shield Breaker)
All hitbox IDs (0-4 for both Subactions 1D0 and 1D1):
Angle 361->35
Subaction 1D1:
Hitbox ID 4: Hitlag Multiplier 1.00x->1.45x
############################################
*** * Side-B:* Damage reduced to compensate for lack of Stale Moves and removes reasonable KO ability. Knockback stats compensated for pre-finale hits to improve connection.
Subaction 1D6, 1DF
Name: SpecialS1 (Dancing Blade N1)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 2) DMG 4 -> 3, BKB 35 -> 36, KBG 25 -> 33
Subaction 1D7, 1E0
Name: SpecialS2Hi (Dancing Blade U2)
********* – (Hitbox 1) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 2) DMG 4 -> 3, BKB 20 -> 21, KBG 30 -> 40; Hitlag Multiplier 0.30x->0.65
********* – (Hitbox 3) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 4) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
Subaction 1D8, 1E1
Name: SpecialS2Lw (Dancing Blade N2)
********* – (Hitbox 1) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 2) DMG 4 -> 3, BKB 22 -> 23, KBG 30 -> 40; Hitlag Multiplier 0.30x->0.65
********* – (Hitbox 3) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 4) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
Subaction 1D9, 1E2
Name: SpecialS3Hi (Dancing Blade U3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80
********* – (Hitbox 2) DMG 5 -> 4, BKB 30 -> 31, KBG 60 -> 75
********* – (Hitbox 3) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80
********* – (Hitbox 4) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80
Subaction 1DA, 1E3
Name: SpecialS3S (Dancing Blade N3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3
********* – (Hitbox 2) DMG 5 -> 4
********* – (Hitbox 3) DMG 4 -> 3
********* – (Hitbox 4) DMG 4 -> 3
Subaction 1DB, 1E4
Name: SpecialS3Lw (Dancing Blade D3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106
********* – (Hitbox 2) DMG 5 -> 4, BKB 30 -> 31, KBG 80 -> 100
********* – (Hitbox 3) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106
********* – (Hitbox 4) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106
Subaction 1DC, 1E5
Name: SpecialS4Hi (Dancing Blade U4)
********* – (Hitbox 1) DMG 6 -> 4
********* – (Hitbox 2) DMG 8 -> 5
********* – (Hitbox 3) DMG 6 -> 4
********* – (Hitbox 4) DMG 6 -> 4
Subaction 1DD, 1E6
Name: SpecialS4S (Dancing Blade N4)
********* – (Hitbox 1) DMG 6 -> 4
********* – (Hitbox 2) DMG 8 -> 5
********* – (Hitbox 3) DMG 6 -> 4
********* – (Hitbox 4) DMG 6 -> 4
Subaction 1DE, 1E7
Name: SpecialS4Lw (Dancing Blade D4)
********* – Repeating Hits:
********* – DMG 2 -> 1, BKB 2 -> 3, KBG 40 -> 80
********* – Hitlag Multiplier: 0.50x->0.75x
********* – SDI Capacity Multiplier: 1.00x->0.80x
********* – Finale Hit:
********* – (Hitbox 1) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180
********* – (Hitbox 2) DMG 5 -> 3
********* – (Hitbox 3) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180
********* – (Hitbox 4) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180
############################################
Subaction 1E8
Name: SpecialHi
- Invincibility only on frame 5
- Ledgegrab ability disabled on frame 5; reactivated frame 12
********* – Sweetspot Hit:
********* – Hitlag Multiplier: 0.50x->1.00x
********* – (Hitbox 1) Angle 361* -> 40*
********* – (Hitbox 2) Angle 74* -> 40*, Y-Offset 9.10x->8.00x, X-Offset -3.00x->3.00x
********* – Flub Hit:
********* – (Hitbox 1) Angle 361* -> 74*
##########################################
Subaction 1EB
Name: SpecialLwHit
********* – (All) Angle 361* -> 35*[/collapse]