Drills SHOULD have the same hitlag as normal. They probably have around 4 frames, and half of 4 plus 2 is four again. This code has a larger impact on moves with more hitlag.
It's VERY hard to brick a wii with a bad code. Once I managed to write a code that makes the game think the CD isn't in. The shorthop code, actually. Turns I was writing it to the wrong place. The worst that code could have caused was a freeze, which isn't so bad, all things considered. I don't think you can bork a wii - either it breaks or it doesn't.
There was a safe value in PWs code, but I can't use it for non-integer things. There are two kinds of register - one which stores integers, and one which stores floats. I don't know which float registers are safe at that point in memory.
I would recommend:
Hitlag Divide/Add [Phantom Wings, 6 lines]
C2771EC0 00000005
39C00002 2C040004
41800010 7C8473D6
38840001 48000008
38800002 90830010
60000000 00000000
adds 1, any attack with 1, 2 or 3 frames of hitlag has 2 frames instead, everything else has half hitlag+1 frame.
1-> 2
2-> 2
3-> 2
4-> 3
5-> 3
6-> 4
etc. etc.