Mario & Sonic Guy
Old rivalries live on!
I looked at all the available veteran threads, and I didn't see any threads for Giga Bowser, so I decided to do the honors in making one for him. Anyway, here we go...
Who is Giga Bowser?
Giga Bowser is a colossal, mutated form of Bowser, who first appeared as the true final boss in Super Smash Bros. Melee's Adventure Mode. While his moveset has primarily been the same as that of Bowser's, some of Giga Bowser's attacks do have elemental effects, which include flame, electric, darkness, and freezing properties. Giga Bowser is also gifted with being immune to grab moves, presumably thanks to how huge he is when compared to all the other fighters.
Giga Bowser hasn't necessarily been better than Bowser, however, as his huge size made him an easier target to pummel, but the fight against him in Adventure Mode does give him handicaps that potentially make him a threat for the player. And when fought on the hardest difficulty, he becomes one of the cheapest fighters in the entire Super Smash Bros. series.
Giga Bowser also appeared in Melee's final event match, alongside Ganondorf and Mewtwo, but was made much easier to defeat, due to having two teammates fighting by his side.
After Melee
After his days in Melee, Giga Bowser transitioned over from being a non-playable standalone fighter, to being Bowser's Final Smash in Super Smash Bros. Brawl, followed by Smash 3DS / Wii U. As a Final Smash, Giga Bowser gained knockback immunity, but he could still take damage, and is only able to stay in battle for a few seconds.
Why should Giga Bowser return?
If, for any reason Adventure mode were to return in Smash Switch, it would be interesting if Giga Bowser returned to his final boss status from Melee. Of course, there would be two versions of Giga Bowser, with the Final Smash version having knockback immunity, while the final boss version would not.
Shortcomings
While Giga Bowser has received the blessings of knockback immunity after becoming Bowser's Final Smash, he has one serious flaw that really hinders his potential as a Final Smash. Despite being the largest fighter in the Super Smash Bros. series, Giga Bowser is surprisingly inferior to the Super Mushroom's power boosts, as Bowser can acquire a Super Mushroom, and KO fighters with much less effort than what Giga Bowser could ever pull off.
And to add extra insult to injury, Giga Bowser is unable to use any items (except the Super Star and Lightning). With no way to increase his attack power, Giga Bowser basically felt inferior to the Super Mushroom, even with his knockback immunity.
Making Giga Bowser Great Again!
Smash 3DS / Wii U introduced Little Mac as a playable fighter, and his Final Smash had him changing into Giga Mac. Much like Giga Bowser, Giga Mac could not use any items at all, but to compensate for that flaw, Giga Mac's attacks packed a serious punch, with a good portion of his attacks dealing 2x more damage than Little Mac's attacks.
To make Giga Bowser much more viable as a Final Smash, his best bet would be to reference Giga Mac's moveset, and how his attacks have a much more significant power boost to compensate for losing the ability to use items.
For an idea on how to make Giga Bowser better, the script data below would be a good reference to start with...
And for those who can't understand the script data, I made a spreadsheet as well.
One could argue that the adjustments above are too overpowering, but considering what the Super Mushroom (and the Lightning, if it makes fighters giant-sized) is capable of doing, and Final Smashes are supposed to be powerful, Giga Bowser has every right to be breaking all the rules that the standard fighters follow.
Adventure Mode
As mentioned earlier, Giga Bowser originally served as the final boss in Melee's Adventure Mode. If the game mode were to return, I do have an idea on he could be implemented.
Final Notes
Have any thoughts on Giga Bowser? Do you think he deserves to return? You can discuss Giga Bowser right here in this thread. Just make sure that you're following the forum rules and global rules, and that you're respectful towards other users.
Giga Bowser

Who is Giga Bowser?
Giga Bowser is a colossal, mutated form of Bowser, who first appeared as the true final boss in Super Smash Bros. Melee's Adventure Mode. While his moveset has primarily been the same as that of Bowser's, some of Giga Bowser's attacks do have elemental effects, which include flame, electric, darkness, and freezing properties. Giga Bowser is also gifted with being immune to grab moves, presumably thanks to how huge he is when compared to all the other fighters.
Giga Bowser hasn't necessarily been better than Bowser, however, as his huge size made him an easier target to pummel, but the fight against him in Adventure Mode does give him handicaps that potentially make him a threat for the player. And when fought on the hardest difficulty, he becomes one of the cheapest fighters in the entire Super Smash Bros. series.
Giga Bowser also appeared in Melee's final event match, alongside Ganondorf and Mewtwo, but was made much easier to defeat, due to having two teammates fighting by his side.
After Melee
After his days in Melee, Giga Bowser transitioned over from being a non-playable standalone fighter, to being Bowser's Final Smash in Super Smash Bros. Brawl, followed by Smash 3DS / Wii U. As a Final Smash, Giga Bowser gained knockback immunity, but he could still take damage, and is only able to stay in battle for a few seconds.
Why should Giga Bowser return?
If, for any reason Adventure mode were to return in Smash Switch, it would be interesting if Giga Bowser returned to his final boss status from Melee. Of course, there would be two versions of Giga Bowser, with the Final Smash version having knockback immunity, while the final boss version would not.
Shortcomings
While Giga Bowser has received the blessings of knockback immunity after becoming Bowser's Final Smash, he has one serious flaw that really hinders his potential as a Final Smash. Despite being the largest fighter in the Super Smash Bros. series, Giga Bowser is surprisingly inferior to the Super Mushroom's power boosts, as Bowser can acquire a Super Mushroom, and KO fighters with much less effort than what Giga Bowser could ever pull off.
And to add extra insult to injury, Giga Bowser is unable to use any items (except the Super Star and Lightning). With no way to increase his attack power, Giga Bowser basically felt inferior to the Super Mushroom, even with his knockback immunity.
Making Giga Bowser Great Again!
Smash 3DS / Wii U introduced Little Mac as a playable fighter, and his Final Smash had him changing into Giga Mac. Much like Giga Bowser, Giga Mac could not use any items at all, but to compensate for that flaw, Giga Mac's attacks packed a serious punch, with a good portion of his attacks dealing 2x more damage than Little Mac's attacks.
To make Giga Bowser much more viable as a Final Smash, his best bet would be to reference Giga Mac's moveset, and how his attacks have a much more significant power boost to compensate for losing the ability to use items.
For an idea on how to make Giga Bowser better, the script data below would be a good reference to start with...
Code:
0x1D0E7886
Set_Bone_Intangability(Bone=0x3E8, Mode=0x2)
Set_Bone_Intangability(Bone=0x13, Mode=0x2)
Set_Bone_Intangability(Bone=0x15, Mode=0x2)
Set_Bone_Intangability(Bone=0xF, Mode=0x2)
Set_Bone_Intangability(Bone=0x16, Mode=0x2)
Set_Bone_Intangability(Bone=0x10, Mode=0x2)
Set_Bone_Intangability(Bone=0x8, Mode=0x2)
Set_Bone_Intangability(Bone=0x4, Mode=0x2)
Set_Bone_Intangability(Bone=0x9, Mode=0x2)
Set_Bone_Intangability(Bone=0x5, Mode=0x2)
Set_Bone_Intangability(Bone=0xB, Mode=0x2)
Set_Bone_Intangability(Bone=0x7, Mode=0x2)
Set_Bone_Intangability(Bone=0x3F0, Mode=0x2)
Script_End()
LandingFallSpecial
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Asynchronous_Timer(Frames=20)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
EscapeAir
Asynchronous_Timer(Frames=3)
Body_Collision(State=0x2)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
Asynchronous_Timer(Frames=30)
Body_Collision(State=0x0)
External_Subroutine(Unknown=0x1D0E7886)
Set_Air/Ground(State=0x0)
Asynchronous_Timer(Frames=45)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
EscapeB
Asynchronous_Timer(Frames=4)
Body_Collision(State=0x2)
Asynchronous_Timer(Frames=11)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
Asynchronous_Timer(Frames=32)
Body_Collision(State=0x0)
External_Subroutine(Unknown=0x1D0E7886)
Asynchronous_Timer(Frames=37)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
EscapeF
Asynchronous_Timer(Frames=4)
Body_Collision(State=0x2)
Asynchronous_Timer(Frames=11)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
Asynchronous_Timer(Frames=24)
Reverse_Direction()
Asynchronous_Timer(Frames=32)
Body_Collision(State=0x0)
External_Subroutine(Unknown=0x1D0E7886)
Asynchronous_Timer(Frames=37)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
Attack11
Asynchronous_Timer(Frames=1)
Set_Frame_Duration(Speed=0.5)
Asynchronous_Timer(Frames=7)
Set_Frame_Duration(Speed=1)
Asynchronous_Timer(Frames=8)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=10, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=10, X=5.97, Y=-0.13, Z=0.56, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=10, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=10, X=7.96, Y=-0.75, Z=-0.17, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=10, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=10, X=4, Y=0.12, Z=0.01, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0xD, Damage=10, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=15, X=2.58, Y=4.52, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x4, Part=0x0, Bone=0x7, Damage=10, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=8, X=-6, Y=0, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=15)
Bit_Variable_Set(Variable=0x2100000D)
Script_End()
Attack12
Asynchronous_Timer(Frames=1)
Set_Frame_Duration(Speed=0.625)
Asynchronous_Timer(Frames=9)
Set_Frame_Duration(Speed=1)
Asynchronous_Timer(Frames=10)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x17, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=10, X=5.97, Y=-0.13, Z=-0.57, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=10, X=7.96, Y=-0.75, Z=0.17, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0x15, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=10, X=4, Y=0.12, Z=-0.01, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0xD, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=15, X=2.58, Y=4.52, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x4, Part=0x0, Bone=0x7, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=8, X=-6, Y=0, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Script_End()
AttackDash
Asynchronous_Timer(Frames=11)
Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=24, Angle=0x50, KBG=0x20, WBKB=0x0, BKB=0x78, Size=15, X=0, Y=14, Z=33, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=14, Z2=15)
Synchronous_Timer(Frames=4)
Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=20, Angle=0x50, KBG=0x20, WBKB=0x0, BKB=0x50, Size=15, X=0, Y=14, Z=33, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=14, Z2=15)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=25)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x4B, KBG=0x50, WBKB=0x0, BKB=0x28, Size=21, X=0, Y=14, Z=30, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, X2=0, Y2=14, Z2=-15)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Script_End()
AttackS3Hi
Subroutine(Hash=0x8376AD51)
Script_End()
AttackS3Lw
Subroutine(Hash=0x8376AD51)
Script_End()
AttackS3S
Asynchronous_Timer(Frames=12)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=26, Angle=0x169, KBG=0x4C, WBKB=0x0, BKB=0x3C, Size=18, X=6.97, Y=-0.15, Z=0.66, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=26, Angle=0x169, KBG=0x4C, WBKB=0x0, BKB=0x3C, Size=16, X=0, Y=-0.75, Z=-0.17, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=26, Angle=0x169, KBG=0x4C, WBKB=0x0, BKB=0x3C, Size=18, X=10.76, Y=-5.31, Z=4, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Script_End()
AttackHi3
Asynchronous_Timer(Frames=7)
Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=24, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=15, X=6.97, Y=-0.15, Z=0.66, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4)
Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=23, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=12, X=7.96, Y=-0.75, Z=-0.17, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4)
Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=22, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=12, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4)
Hitbox(ID=0x3, Part=0x0, Bone=0x3, Damage=21, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=17, X=10.76, Y=-5.31, Z=4, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4)
Hitbox(ID=0x4, Part=0x0, Bone=0x0, Damage=20, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=15, X=0, Y=10, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4)
Synchronous_Timer(Frames=6)
Remove_All_Hitboxes()
Script_End()
AttackLw3
Asynchronous_Timer(Frames=14)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x17, Damage=15, Angle=0x10E, KBG=0x64, WBKB=0x64, BKB=0x0, Size=13, X=6.97, Y=-0.15, Z=-0.66, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=15, Angle=0x10E, KBG=0x64, WBKB=0x64, BKB=0x0, Size=12, X=7.96, Y=-0.75, Z=0.17, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0x15, Damage=15, Angle=0x10E, KBG=0x64, WBKB=0x64, BKB=0x0, Size=12, X=0, Y=0, Z=0, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=15, Angle=0x10E, KBG=0x64, WBKB=0x64, BKB=0x0, Size=12, X=0, Y=10, Z=10, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=27)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=13, X=6.97, Y=-0.15, Z=0.66, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=12, X=7.96, Y=-0.75, Z=-0.17, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=12, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=12, X=0, Y=10, Z=10, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Script_End()
AttackS4S
Asynchronous_Timer(Frames=4)
Bit_Variable_Set(Variable=0x2100001B)
Asynchronous_Timer(Frames=29)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=46, Angle=0x2D, KBG=0x78, WBKB=0x0, BKB=0x14, Size=17, X=13, Y=3, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0xD, Damage=33, Angle=0x2D, KBG=0x78, WBKB=0x0, BKB=0x14, Size=20, X=6.08, Y=-3.47, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=33, Angle=0x2D, KBG=0x78, WBKB=0x0, BKB=0x14, Size=15, X=0, Y=15, Z=10, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=13)
Remove_All_Hitboxes()
Script_End()
AttackHi4
Asynchronous_Timer(Frames=2)
Bit_Variable_Set(Variable=0x2100001B)
Asynchronous_Timer(Frames=15)
Set_Bone_Intangability(Bone=0xD, Mode=0x1)
Set_Bone_Intangability(Bone=0x3, Mode=0x1)
Set_Bone_Intangability(Bone=0xC, Mode=0x1)
Asynchronous_Timer(Frames=17)
Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=40, Angle=0x5A, KBG=0x60, WBKB=0x0, BKB=0x14, Size=30, X=-3.95, Y=-5.69, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2)
Synchronous_Timer(Frames=7)
Remove_All_Hitboxes()
Synchronous_Timer(Frames=2)
Undo_Bone_Collision(State=0x0)
Asynchronous_Timer(Frames=31)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=24, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=20, X=0, Y=15, Z=40, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x2, X2=0, Y2=15, Z2=-20)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Script_End()
AttackLw4
Asynchronous_Timer(Frames=5)
Bit_Variable_Set(Variable=0x2100001B)
Asynchronous_Timer(Frames=15)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Set_Loop(Iterations=7)
{
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x96, KBG=0x34, WBKB=0x0, BKB=0x28, Size=13, X=0, Y=10, Z=-26, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0x96, KBG=0x34, WBKB=0x0, BKB=0x28, Size=13, X=0, Y=10, Z=26, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, WBKB=0x0, BKB=0x28, Size=13, X=0, Y=25, Z=-15, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, WBKB=0x0, BKB=0x28, Size=13, X=0, Y=25, Z=15, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x4, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, WBKB=0x0, BKB=0x28, Size=18, X=0, Y=10, Z=0, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Goto(Unknown=-213)
}
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=22, Angle=0x5A, KBG=0x8C, WBKB=0x0, BKB=0x28, Size=30, X=0, Y=11.2, Z=0, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=44)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
AttackAirB
Asynchronous_Timer(Frames=8)
Set_Bone_Intangability(Bone=0xD, Mode=0x1)
Set_Bone_Intangability(Bone=0x3, Mode=0x1)
Set_Bone_Intangability(Bone=0xC, Mode=0x1)
Asynchronous_Timer(Frames=10)
Bit_Variable_Set(Variable=0x2100000D)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0xC, Damage=34, Angle=0x14, KBG=0x50, WBKB=0x0, BKB=0x28, Size=28, X=3.54, Y=-3.7, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Synchronous_Timer(Frames=2)
Undo_Bone_Collision(State=0x0)
Asynchronous_Timer(Frames=45)
Bit_Variable_Clear(Variable=0x2100000D)
Script_End()
AttackAirF
Asynchronous_Timer(Frames=8)
Bit_Variable_Set(Variable=0x2100000D)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=15, X=6.97, Y=-0.15, Z=0.66, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=12, X=7.96, Y=-0.75, Z=-0.17, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=12, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x3, Part=0x0, Bone=0x3, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=10, X=10.76, Y=-5.31, Z=4, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=31)
Bit_Variable_Clear(Variable=0x2100000D)
Script_End()
AttackAirHi
Asynchronous_Timer(Frames=10)
Bit_Variable_Set(Variable=0x2100000D)
Asynchronous_Timer(Frames=22)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=36, Angle=0x55, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=14, X=0, Y=6, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, X2=0, Y2=-7, Z2=0)
Hitbox(ID=0x1, Part=0x0, Bone=0xD, Damage=36, Angle=0x55, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=14, X=0, Y=0, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1)
Synchronous_Timer(Frames=5)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=40)
Bit_Variable_Clear(Variable=0x2100000D)
Script_End()
AttackAirLw
Add/Set_Momentum2(Horizontal=0, Vertical=3, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
Asynchronous_Timer(Frames=14)
Add/Set_Momentum2(Horizontal=0, Vertical=-6, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Bit_Variable_Set(Variable=0x2100000D)
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=36, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x28, Size=24, X=0, Y=8, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Asynchronous_Timer(Frames=45)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=50)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Asynchronous_Timer(Frames=70)
Bit_Variable_Clear(Variable=0x2100000D)
Script_End()
AttackAirN
Asynchronous_Timer(Frames=5)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Synchronous_Timer(Frames=1)
Bit_Variable_Set(Variable=0x2100000D)
Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=26, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=20, X=2.48, Y=-3.72, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Hitbox(ID=0x1, Part=0x0, Bone=0x3, Damage=26, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=18, X=-5.36, Y=-1.82, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Hitbox(ID=0x2, Part=0x0, Bone=0x12, Damage=26, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=16, X=4, Y=-6, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFX=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=22)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=37)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Synchronous_Timer(Frames=1)
Bit_Variable_Clear(Variable=0x2100000D)
Script_End()
LandingAirLw
unk_B89F681C(unknown=0x0, unknown=0x1)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=30, Angle=0x50, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=20, X=0, Y=10, Z=-20, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x2, X2=0, Y2=10, Z2=20)
Synchronous_Timer(Frames=2)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=20)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
SpecialSCatch
Asynchronous_Timer(Frames=8)
FT_CATCH_SP(unknown=0x0, unknown=0x0, unknown=0x41700000, unknown=0x0, unknown=0x41300000, unknown=0x42500000, unknown=0xBE, unknown=0x3)
FT_CATCH_SP(unknown=0x1, unknown=0x0, unknown=0x41700000, unknown=0x0, unknown=0x41300000, unknown=0x42140000, unknown=0xBE, unknown=0x3)
FT_CATCH_SP(unknown=0x2, unknown=0x0, unknown=0x41700000, unknown=0x0, unknown=0x41300000, unknown=0x41A00000, unknown=0xBE, unknown=0x3)
Synchronous_Timer(Frames=3)
Terminate_Grab_Collisions()
Script_End()
SpecialSFall
Extended_Collateral_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=30, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x50, Size=24, X=0, Y=18, Z=-1, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, X2=0, Y2=18, Z2=20)
Script_End()
SpecialSLanding
Throw_Specifier(ID=0x0, Bone=0x0, Damage=36, Angle=0x3C, KBG=0x3C, WBKB=0x0, BKB=0x50, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x2)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=10, Angle=0x46, KBG=0x28, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x0, Unknown=0x0, Type?=0x2)
Asynchronous_Timer(Frames=14)
Bit_Variable_Set(Variable=0x2100000D)
Script_End()
SpecialAirHi
Asynchronous_Timer(Frames=6)
Bit_Variable_Set(Variable=0x21000011)
Body_Collision(State=0x1)
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=20, Angle=0x5A, KBG=0x3C, WBKB=0x0, BKB=0x50, Size=22, X=0, Y=22, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x6, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Asynchronous_Timer(Frames=7)
Bit_Variable_Set(Variable=0x21000010)
Asynchronous_Timer(Frames=8)
Bit_Variable_Set(Variable=0x2100000F)
Remove_All_Hitboxes()
Allow/Disallow_Ledgegrab(State=0x1)
Set_Loop(Iterations=5)
{
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x5A, KBG=0x14, WBKB=0x0, BKB=0x34, Size=20, X=0, Y=22, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x0, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Goto(Unknown=-28)
}
Set_Loop(Iterations=5)
{
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x5A, KBG=0x14, WBKB=0x0, BKB=0x34, Size=20, X=0, Y=22, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x0, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Goto(Unknown=-28)
}
Allow/Disallow_Ledgegrab(State=0x2)
Asynchronous_Timer(Frames=51)
Bit_Variable_Clear(Variable=0x21000011)
Bit_Variable_Clear(Variable=0x21000010)
Bit_Variable_Set(Variable=0x2100000D)
Body_Collision(State=0x0)
Asynchronous_Timer(Frames=81)
Bit_Variable_Clear(Variable=0x2100000F)
Script_End()
SpecialHi
Body_Collision(State=0x2)
Asynchronous_Timer(Frames=6)
Bit_Variable_Set(Variable=0x21000011)
Body_Collision(State=0x1)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=-20, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, X2=0, Y2=15, Z2=20)
Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=20, X=0, Y=20, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=1)
Bit_Variable_Set(Variable=0x21000010)
unk_B89F681C(unknown=0x0, unknown=0x1)
Synchronous_Timer(Frames=1)
Bit_Variable_Set(Variable=0x2100000F)
unk_B89F681C(unknown=0x0, unknown=0x1)
Remove_All_Hitboxes()
Set_Loop(Iterations=8)
{
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=-20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, X2=0, Y2=15, Z2=20)
Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=20, X=0, Y=20, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Goto(Unknown=-56)
}
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x48, WBKB=0x0, BKB=0x78, Size=15, X=0, Y=15, Z=-20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, X2=0, Y2=15, Z2=20)
Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x48, WBKB=0x0, BKB=0x78, Size=20, X=0, Y=20, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Asynchronous_Timer(Frames=51)
Bit_Variable_Clear(Variable=0x21000011)
Bit_Variable_Clear(Variable=0x21000010)
unk_B89F681C(unknown=0x1, unknown=0x1)
Bit_Variable_Set(Variable=0x2100000D)
Body_Collision(State=0x0)
Asynchronous_Timer(Frames=82)
Bit_Variable_Clear(Variable=0x2100000F)
unk_B89F681C(unknown=0x1, unknown=0x1)
Script_End()
SpecialAirLw
Asynchronous_Timer(Frames=31)
Bit_Variable_Set(Variable=0x2100000D)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=40, Angle=0x4C, KBG=0x58, WBKB=0x0, BKB=0x20, Size=18, X=0, Y=10, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Script_End()
SpecialLw
Asynchronous_Timer(Frames=10)
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=8, Angle=0x5A, KBG=0x64, WBKB=0x64, BKB=0x0, Size=11, X=0, Y=10, Z=29, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2)
Synchronous_Timer(Frames=1)
Remove_All_Hitboxes()
Bit_Variable_Set(Variable=0x2100000D)
Asynchronous_Timer(Frames=37)
Bit_Variable_Set(Variable=0x2100000D)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=40, Angle=0x4C, KBG=0x58, WBKB=0x0, BKB=0x20, Size=18, X=0, Y=10, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Script_End()
SpecialLwLanding
Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=25, Angle=0x4C, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=25, X=0, Y=6, Z=-28, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=6, Z2=28)
Synchronous_Timer(Frames=2)
Remove_All_Hitboxes()
Script_End()
CatchAttack
Asynchronous_Timer(Frames=9)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=8, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=16.8, X=5.6, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Script_End()
ThrowB
Throw_Specifier(ID=0x0, Bone=0x0, Damage=26, Angle=0x2D, KBG=0x48, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=19)
Reverse_Direction()
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Script_End()
ThrowF
Throw_Specifier(ID=0x0, Bone=0x0, Damage=26, Angle=0x2D, KBG=0x48, WBKB=0x0, BKB=0x3C, Effect?=0x5, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x5, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=1)
Set_Frame_Duration(Speed=0.6470589)
Asynchronous_Timer(Frames=35)
Set_Frame_Duration(Speed=1)
Asynchronous_Timer(Frames=36)
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Script_End()
ThrowHi
Throw_Specifier(ID=0x0, Bone=0x0, Damage=6, Angle=0x50, KBG=0xB4, WBKB=0x0, BKB=0x3C, Effect?=0x3, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x3, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=16)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
External_Subroutine(Unknown=0x1D0E7886)
Asynchronous_Timer(Frames=17)
Set_Loop(Iterations=8)
{
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x1, Damage=3, Angle=0x0, KBG=0x64, WBKB=0x14, BKB=0x0, Size=24, X=0, Y=22, Z=1.6, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Synchronous_Timer(Frames=4)
Remove_All_Hitboxes()
Goto(Unknown=-45)
}
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Undo_Bone_Collision(State=0x0)
Script_End()
ThrowLw
Throw_Specifier(ID=0x0, Bone=0x0, Damage=0, Angle=0x10E, KBG=0x64, WBKB=0x14, BKB=0x0, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
Asynchronous_Timer(Frames=44)
Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
Asynchronous_Timer(Frames=45)
Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=30, Angle=0x0, KBG=0x14, WBKB=0x0, BKB=0x50, Size=15, X=0, Y=0, Z=50, Effect=0xB, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, X2=0, Y2=0, Z2=-5)
Synchronous_Timer(Frames=3)
Remove_All_Hitboxes()
Script_End()
CliffAttackQuick
Body_Collision(State=0x2)
Asynchronous_Timer(Frames=5)
Model_Changer(ChangerID=0x0, ChangerState=0x1)
Asynchronous_Timer(Frames=8)
Special_Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=20, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=22, X=2.48, Y=-3.72, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Special_Hitbox(ID=0x1, Part=0x0, Bone=0x3, Damage=20, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=20, X=-5.36, Y=-1.82, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Asynchronous_Timer(Frames=36)
Remove_All_Hitboxes()
Model_Changer(ChangerID=0x0, ChangerState=0x0)
Body_Collision(State=0x0)
Script_End()
breath
0xEF3E3778
Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x2D, KBG=0x28, WBKB=0x0, BKB=0x14, Size=5, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=0.7, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x1, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
Asynchronous_Timer(Frames=12)
Change_Hitbox_Damage(ID=0x0, Damage=1)
Script_End()
And for those who can't understand the script data, I made a spreadsheet as well.
One could argue that the adjustments above are too overpowering, but considering what the Super Mushroom (and the Lightning, if it makes fighters giant-sized) is capable of doing, and Final Smashes are supposed to be powerful, Giga Bowser has every right to be breaking all the rules that the standard fighters follow.
Adventure Mode
As mentioned earlier, Giga Bowser originally served as the final boss in Melee's Adventure Mode. If the game mode were to return, I do have an idea on he could be implemented.
Full Thread: https://smashboards.com/threads/453066/
Final Destination (Normal route)
The final stage in Adventure mode does not give you any route options when the intensity is set to 0.0 - 4.9; your only choice is the Normal route.
When the Normal route is taken, the player faces off against Bowser, who is set to 1.7x his normal size (dealing 1.56x damage, excluding the intensity damage multiplier that he receives). Bowser uses his default palette in this match, and when defeated, Adventure mode is completed.
Final Destination (Dark route)
On intensities 5.0 - 7.9, you're given two route options for the final stage, which are the Normal route, and the Dark route.
When the Dark route is taken, the opponent is still Bowser, who's still set to 1.7x size, but he'll use his black palette, instead of the default palette. And when the black palette Bowser is defeated, a new phase will begin...
The black palette Bowser returns to the stage and transforms into Giga Bowser, beginning the second phase of the battle. This Giga Bowser uses a black palette, and unlike the Final Smash version, he can flinch and take knockback. Other than that, he uses the exact same attacks as the Final Smash Giga Bowser. Defeating the black palette Giga Bowser will complete Adventure mode, and you'll receive greater rewards than if you were to take the Normal route.
On intensities 8.0 - 9.0, only the Dark route is available for the player, so fighting against Giga Bowser is inevitable in this case.
On a side note, Bowser uses the Master Hand BGM, while Giga Bowser uses the Master Core BGM. Also, if the player gets a Game Over at the Dark route, and decides to continue, he/she will stay on the Dark route, unless the intensity drops below 5.0; if the intensity drops below 5.0, the player will be redirected to the Normal route, as the Dark route is not available on intensities 0.0 - 4.9.
Final Destination (Normal route)

The final stage in Adventure mode does not give you any route options when the intensity is set to 0.0 - 4.9; your only choice is the Normal route.
When the Normal route is taken, the player faces off against Bowser, who is set to 1.7x his normal size (dealing 1.56x damage, excluding the intensity damage multiplier that he receives). Bowser uses his default palette in this match, and when defeated, Adventure mode is completed.
Final Destination (Dark route)

On intensities 5.0 - 7.9, you're given two route options for the final stage, which are the Normal route, and the Dark route.
When the Dark route is taken, the opponent is still Bowser, who's still set to 1.7x size, but he'll use his black palette, instead of the default palette. And when the black palette Bowser is defeated, a new phase will begin...

The black palette Bowser returns to the stage and transforms into Giga Bowser, beginning the second phase of the battle. This Giga Bowser uses a black palette, and unlike the Final Smash version, he can flinch and take knockback. Other than that, he uses the exact same attacks as the Final Smash Giga Bowser. Defeating the black palette Giga Bowser will complete Adventure mode, and you'll receive greater rewards than if you were to take the Normal route.
On intensities 8.0 - 9.0, only the Dark route is available for the player, so fighting against Giga Bowser is inevitable in this case.
On a side note, Bowser uses the Master Hand BGM, while Giga Bowser uses the Master Core BGM. Also, if the player gets a Game Over at the Dark route, and decides to continue, he/she will stay on the Dark route, unless the intensity drops below 5.0; if the intensity drops below 5.0, the player will be redirected to the Normal route, as the Dark route is not available on intensities 0.0 - 4.9.
Final Notes
Have any thoughts on Giga Bowser? Do you think he deserves to return? You can discuss Giga Bowser right here in this thread. Just make sure that you're following the forum rules and global rules, and that you're respectful towards other users.