#### [TSON]

##### Hella.

Rather important:

A decimal-to-FP calculator was found.

Put your number in hexadecimal if you want to convert a Floating Point value to Decimal. If you want to do it the other way around, put it in decimal.

**1/23/10: Currently remodeling...Please excuse the mess.**Dantarion released an almost complete text database with the capability to find the offsets and floating point ranges of any article. Check it out by clicking here!

Note: The articles are NOT NAMED. You will need to make educated guesses by looking at the hitboxes, animation names, and other events. It shouldn't be

*too*hard. If you do find something out, please post it in this thread so it may be added to this post.

If what you are looking for is not in the text files at all, you'll need to do it manually, open the box below for instructions.

[Collapse=WARNING: Manual Labor Inside!]

So yeah, Kirk figured out the article behavior, about six months ago. You didn't know that? Where have you been?

Now go open a hex editor and follow these simple directions.

(alternatively, click here for eldiran's method).

-Open UNEDITED PAC in PSA.

-Look for the last subaction that is related to the article (If it's a special, it'll be the last special subaction for that one specifically, Pikachu's thunder would be SpecialAirLwHit for example)

-Note the offset on this subaction, add 80 to it.

-Look for the hitbox's event ID. This is either 06000D00 (if it is reversable on the outside of the hitbox), or 06150F00 if it is not. Hint: Use Ctrl+F and search for 06150F00 or 06000D00 and look for it nearby (but a higher number than) the offset you noted.

-Once you find this, click on the '06' at the beginning of it, and at the bottom right corner of the window, where it says 'caret:', write down the offset, this time

*subtracting*80 from it.

-Now in PSA, go to the subroutine tab, and put in the new offset and click go.

-If you see hitboxes, you did it right. If you did not, repeat.

The floating points start a bit below this, and will start with either 2, 3, 4, and rarely 5. So scroll down a bit, looking for them. Change them and see what is different ingame. Once you're sure of what they do, post them here please!

This is gonna be a lot of trial and error, but as a community I think we can do it!

Kirk's longgggg post is here.[/collapse]

In the box below is an outdated list (well, not yet, but it will be). This thread will now be indexed in two categories by character, FPs, and PSA-Compatible. This will be put into effect later, so please wait while that is done.

[collapse=Fresh, Clean, By-Character List]

[collapse=Mario][collapse=B - Fireball]

PSA:

C558 - fireball landing effect (TSON) (PSA Compatible!)C5B8 - Fireball Trail Effect (Dantarion) (PSA Compatible!)

17108 - Fireball Hitbox (Amazing Ampharos)

Hex:

16FF0 - Fireball Gravity (AMKalmar)16FF8 - Fireball Bounce Velocity Multiplier (AMKalmar)

16FFC - Initial Speed (AMKalmar)

17000 - Initial Angle in Radians (AMKalmar)

17004 - Duration in Frames (AMKalmar)

17008 - Something to do with how many times it can bounce before disappearing. 2 = none, 4 = too many to count. (AMKalmar)[/collapse]

[collapse=SideB - Cape]

Hex:

1E38C - Cape Bone (Phantom Wings)[/collapse][collapse=DownB - FLUDD]

Hex:

1E490 - Fludd Bone (Phantom Wings)[/collapse][/collapse][collapse=Luigi][collapse=B - Fireball]

PSA:

16BA0 - Luigi Fireball Hitbox (Kirk)[/collapse][/collapse][collapse=Zero Suit Samus (ZSS)]NOTHING FOUND

[/collapse]

[collapse=Lucas][collapse=SideB - PK Fire]

PSA:

17940 - PK Fire Hitbox 1(3DMG). (Kirk)17A48 - PK Fire Hitbox 2(4/5DMG, lasts 20 frames). (Kirk)[/collapse]

[collapse=B - PK Freeze]

PSA:

177E0 - PK Freeze 'Main Hitbox'? (Amazing Ampharos)18370 - PK Freeze Hitbox (rPSI)[/collapse]

[collapse=UpB - PK Thunder]

PSA:

18090 - PK Thunder Tail Hitbox (rPSI)17FF8 - PK Thunder Head Hitbox (rPSI)[/collapse][/collapse]

[Collapse=Marth]NONE

[/collapse]

[Collapse=MetaKnight (MK)]NONE

[/collapse]

[collapse=Ness][collapse=USmash - Yoyo]

PSA:

112D8 - Up Smash Start Hitbox (AMKalmar)11458 - Up Smash Release Hitbox (AMKalmar)[/collapse]

[collapse=Dsmash - Yoyo]

PSA:

11568 - Down Smash Start Hitbox (AMKalmar)11648 - Down Smash Release Hitbox (AMKalmar)[/collapse]

[collapse=B - PK Flash]

PSA:

16090 - PK Flash Main Hitbox (Amazing Ampharos)[/collapse][collapse=SideB - PK Fire]

PSA:

161D8 - PK Fire Hitbox ([TSON])162D8 - PK Fire Pillar Hitboxes ([TSON])[/collapse]

[collapse=UpB - PK Thunder]

PSA:

16640 - PK Thunder Head Hitbox ([TSON])166E8 - PK Thunder Tail Hitbox ([TSON])

16717 - PK Thunder Fail Aerial Smoke Effect X Translation? ([TSON])

167AE - Undefined ([TSON])

16858 - Looks like maybe wall collision stuff for PK2? ([TSON])[/collapse][/collapse]

[Collapse=Olimar]

All contents credit to Kirk except the "All Pikmin" box, which is credit to [TSON].

[collapse=All Pikmin]Hex:

1D4B0 - Pikmin 'Safespot' Olimar-Distance (How far the 'ideal' position for the Pikmin to stand is from olimar. Higher = farther)1D4B4 - Pikmin 'Safespot' Spacing (The distance between the pikmin's safespots)

1D4B8 - Pikmin Runspeed

1D4C0 - Effort (When set to 100, they just stand still whenever you idle and you can run away from them and through them and they won't care. Only if you whistle or do certain moves will they respond, and even then, only some of them do. What's cool about this is, you can have many Pikmin safeboxes all around the stage, and choose from only the ones you're overlapping, regardless of order. You could definitely do some cool stuff with this.)

1D4C8 (Hex) - Desynch Death Time (How long a desynched Pikmin has to live)

1D4CC (Hex) - Desynch Warning Time (How long to wait before flashtinting a desynched pikmin to warn the olimar player that it is about to die)

1D4E0 - Pikmin Pluck Angle (Inverted Radians)

1D4EC (Hex) - Olimar-Pikmin Interaction Box Size... Or something like that. Lets you remotely control solo pikmin

1D4F0 - Pikmin Teleport Box Size (Lets you grab pikmin from across the stage for usage immediately with fair and dair and such.)

1D4F8 - N/A

1D4FC - Pikmin Fsmash Initial Velocity

1D500 - Pikmin Fsmash Angle (Radians)

1D50C - Pikmin Fsmash Gravity

1D510 - Pikmin Usmash Initial Momentum

1D514 - Pikmin Usmash Gravity

1D52C - SideB Throw Power?[/collapse]

[collapse=Red Pikmin]

PSA:

168B0 - Red Pikmin Fsmash16A88 - Red Pikmin Usmash

16BF0 - Red Pikmin Dsmash

16D68 - Red Pikmin Fair

16EE8 - Red Pikmin Bair

17018 - Red Pikmin Uair

172F8 - Red Pikmin Dair

17460 - Throw/Catch Collision?

17528 - Red Pikmin Pummel

17600 - Red Pikmin Fthrow

176D8 - Red Pikmin Bthrow

177B8 - Red Pikmin Uthrow

17910 - Red Pikmin Dthrow

17AC0 - Red Pikmin Side-B

17B88 - Red Pikmin Side-B Loop

17C58 - Red Pikmin Up-B[/collapse]

[collapse=Yellow Pikmin]

PSA:

17ED8 - Yellow Pikmin Fsmash180B0 - Yellow Pikmin Usmash

18218 - Yellow Pikmin Dsmash

18390 - Yellow Pikmin Fair

18510 - Yellow Pikmin Bair

18640 - Yellow Pikmin Uair

18920 - Yellow Pikmin Dair

18A88 - Throw/Catch Collision?

18B58 - Yellow Pikmin Pummel

18C28 - Yellow Pikmin Fthrow

18D00 - Yellow Pikmin Bthrow

18DE0 - Yellow Pikmin Uthrow

18F38 - Yellow Pikmin Dthrow

190E8 - Yellow Pikmin Side-B

191B0 - Yellow Pikmin Side-B Loop

19280 - Yellow Pikmin Up-B[/collapse]

[collapse=Blue Pikmin]

PSA:

19500 - Blue Pikmin Fsmash196D8 - Blue Pikmin Usmash

19840 - Blue Pikmin Dsmash

199B8 - Blue Pikmin Fair

19B38 - Blue Pikmin Bair

19C68 - Blue Pikmin Uair

19F48 - Blue Pikmin Dair

1A0B0 - Throw/Catch Collision?

1A178 - Blue Pikmin Pummel

1A250 - Blue Pikmin Fthrow

1A328 - Blue Pikmin Bthrow

1A408 - Blue Pikmin Uthrow

1A560 - Blue Pikmin Dthrow

1A710 - Blue Pikmin Side-B

1A7D8 - Blue Pikmin Side-B Loop

1A8A8 - Blue Pikmin Up-B[/collapse]

[collapse=White Pikmin]

PSA:

1AB28 - White Pikmin Fsmash1AD00 - White Pikmin Usmash

1AE68 - White Pikmin Dsmash

1AFE0 - White Pikmin Fair

1B160 - White Pikmin Bair

1B290 - White Pikmin Uair

1B570 - White Pikmin Dair

1B6D8 - Throw/Catch Collision?

1B7A0 - White Pikmin Pummel

1B878 - White Pikmin Fthrow

1B950 - White Pikmin Bthrow

1BA30 - White Pikmin Uthrow

1BB88 - White Pikmin Dthrow

1BD38 - White Pikmin Side-B

1BE00 - White Pikmin Side-B Loop

1BED0 - White Pikmin Up-B[/collapse]

[collapse=Purple Pikmin]

PSA:

1C170 - Purple Pikmin Fsmash1C368 - Purple Pikmin Usmash

1C4F0 - Purple Pikmin Dsmash

1C678 - Purple Pikmin Fair

1C7F8 - Purple Pikmin Bair

1C928 - Purple Pikmin Uair

1CC08 - Purple Pikmin Dair

1CD70 - Throw/Catch Collision?

1CE38 - Purple Pikmin Pummel

1CF10 - Purple Pikmin Fthrow

1CFE8 - Purple Pikmin Bthrow

1D0C8 - Purple Pikmin Uthrow

1D220 - Purple Pikmin Dthrow

1D348 - Purple Pikmin Side-B

1D408 - Purple Pikmin Up-B[/collapse]

[collapse=FS - End of Day...?]

PSA:

1D830 - Final Smash?1D958 - Final Smash?

1DA20 - Final Smash?

1DBB0 - Final Smash? [/collapse][/collapse]

[collapse=Peach]NOTHING FOUND[/collapse]

[Collapse=Pikachu][collapse=B - Thunder Jolt]

PSA:

15540 - Thunder jolt (Aerial Hitbox) (Kirk)15640 - Thunder Jolt (Grounded Hitbox) (Kirk)

Hex:

156F8 - Aerial Thunder Jolt Initial Velocity? ([TSON])[/collapse][collapse=DownB - Thunder]

PSA:

15BE0 - Thunder Hitbox ([TSON]/Kirk)[/collapse][/collapse][Collapse=Pit][collapse=B - Arrow (Credit standardtoaster)]

Hex:

1A62C - side arrow speed, larger the number the faster it goes and vice versa1A630 - angle at which the up arrow initially shoots at

1A634 - up arrow speed, larger the number the faster it goes and vice versa

1A638 - Arrow control radius, larger the number the larger the radius and vice versa

1A640 - Base damage

1A644 - Damage multiplier (haven't found an exact formula on this but the larger it is the more it multiplies)

PSA:

1A650 - Arrow Hitbox (Kirk)[/collapse][/collapse]

[collapse=Lucario]

(Kirk unless otherwise noted.)

[collapse=B - Aura Sphere]17A50 - Aura Sphere Charge Collision(Infinite Loop).

17B00 - Aura Sphere Collision(10DMG).

17B88 - Aura Sphere Collision(12DMG).

17C10 - Aura Sphere Collision(15DMG).

17C98 - Aura Sphere Collision(17DMG).

17D20 - Aura Sphere Collision(19DMG).

17DA8 - Aura Sphere Collision(21DMG).

17E30 - Aura Sphere Collision(23DMG).

17EB8 - Aura Sphere Collision(25DMG).

17F5C - Non-Fully-Charged Aura Sphere Wiggle intensity ([TSON])

17F60 - Non-Fully-Charged Aura Sphere Wiggle ([TSON])

17F68 - Aura Sphere Base Growth Size (Smaller = Bigger) ([TSON])

17F6C - Aura Sphere uncharged size (bigger = bigger, will automatically scale to base size after being charged a bit) ([TSON])

17F70 - Aura Sphere chargelevel 1 size (bigger = bigger, see above) ([TSON])

17F88 - Aura Sphere fully charged size (see above) ([TSON])

17F8C - Unknown. Probably has something to do with aura sphere damage/stock growth ([TSON])[/collapse]

[collapse=SideB - Force Palm]184A0 - Force Palm Hitboxes (Amazing Ampharos)[/collapse][/collapse]

[collapse=Link](Kirk unless otherwise noted)

[collapse=B - Arrows]1CF80 - More velocity with lower value, ONLY affects charged arrows.

1CF84 - Arrows - Unknown.

1CF88 - Arrows - Unknown.

1CF8C - Arrow angle .9=~60degrees, .125=~10degrees

1CF94 - Arrow Duration(Frames).

1CF98 - Uncharged Arrow Velocity Multiplier.

1CF9C - Charge Arrow Velocity Multiplier.

1CFA0 - Uncharged Arrow Damage.

1CFA4 - Full Charge Arrow Damage.

1CFAC - Arrow Gravity.

1CFB0 - Arrow Weight

1CFB8 - Arrow Hitbox (Eldiran and Kirk)[/collapse]

[collapse=SideB - Gale Boomerang]1D1F8 - Something to do with boomerang angle... Anything above 1=cant angle boomerang.

1D1FC - Angle of upward/downward boomerang throw.

1D200 - Boomerang vertical offset -16=Higher, hits floor sooner than it should.

1D204 - Duration of short rang(Frames).

1D208 - Duration of long rang(Frames).

1D20C - Short rang start velocity.

1D210 - Long rang start velocity.

1D214 - Rotation of the actual rang.

1D218 - Rotation of the actual rang.

1D21C - 'Rang Decceleration/Resistance.

1D220 - Returning rang Velocity.

1D224 - Higher makes the 'rang reverse direction quicker and sharply, Lower makes the turnaround slower...

1D228 - Unknown. Seems to VERY slightly do something near the turnaround point of the 'rang...

1D22C - Boomerang Homing. Higher value = better homing to link.

1D230 - Unknown... Boomerang.

1D234 - Something to do with returning rang homing...lowering makes it stop homing after awhile...

1D238 - Unknown. Freezes if too high, right near turnaround point. (Boomerang)

1D23C - X-offset of when Boomerang is catchable. Higher values=Boomerang is caught further in front of link.

1D240 - Unknown (boomerang)

1D244 - Unknown. (Boomerang)

1D248 - Unknown. (Boomerang)

1D24C - Untested. (Boomerang)

1D250 - Untested. (Boomerang)

1D358 - Boomerang Outgoing Hitboxes (Kirk, then Eldiran found it when I forgot to add it...)

1D400 - Boomerang coming back attribute[/collapse][/collapse]

[collapse=Kirby][collapse=UpB - Final Cutter]2B558 - Final Cutter Hitbox (Kirk)[/collapse][/collapse]

[collapse=Zelda][collapse=SideB - Din's Fire]16AD0 - Din's

[collapse=Diddy Kong][collapse=UpB - Barrel Jetpack]19CEC - Barrel Self Damage (UpB and hit a wall) ([TSON])[/collapse][/collapse]

[collapse=Donkey Kong (DK)]NOTHING FOUND[/collapse]

[collapse=Captain Falcon (CF)]NONE[/collapse]

[Collapse=Fox][collapse=B - Lasers]18D30 - Lasers primary hitboxes (Shanus)

18E00 - Lasers secondary hitbox (Shanus)

18FB8 - Illusion hitbox (Amazing Ampharos)[/collapse][/collapse]

[Collapse=Ganondorf]NOTHING FOUND[/collapse]

*

[collapse=Mr. Game and Watch (G&W, GaW)]...What the hell is this and how do we find any of them.[/collapse]

[collapse=Ike][collapse=B - Eruption? (This isn't an article...)]27390 - Ike Eruption Self-Damage. (Kirk)[/collapse][/collapse]

[collapse=Ivysaur][collapse=B - Bullet Seed]17008 - Bullet Seed Hitbox[/collapse]

[collapse=SideB - Razor Leaf]17248 - Razor Leaf Hitbox[/collapse][/collapse]

[collapse=Jigglypuff]NONE[/collapse]

[collapse=Ice Climbers (ICs)]NOTHING FOUND[/collapse]

[collapse=ROB (Robot)][collapse=B - Lasers]18978 - Strong Laser Hitbox (Amazing Ampharos)

188F0 - Weak Laser Hitbox (SSJ4Kazuki)[/collapse][/collapse]

[collapse=King Dedede][collapse=SideB - Minion Throw]2A15C - Minion Tap-Throw Momentum (Affects all)

2A160 - Minion Smash-Throw Momentum(Affects all)

2A164 - Minion Throw Uninteractive Collision Size (Affects all)

2A170 - Article Limit, aka max number of minions at any given time (Hex)

2A1F8 - Minion Wall Collision Disjoint? 5 = normal. -100 turned off wall collision altogether. 100 has... weird qualities.

[/collapse][/collapse]

[collapse=Yoshi][collapse=DownB - Ground Pound (Stars)]171E8 - Ground Pound Stars (Amazing Ampharos)[/collapse][/collapse]

[collapse=Wolf]NOTHING FOUND[/collapse]

[collapse=Wario]

[collapse=SideB - Bike]

18D50 - Aerial Inital Jump Height

18D54 - Grounded Top Speed

18D58 - Grounded Air Resistance

18D5C - Grounded Acceleration

18D60 - Aerial...Speed

18D64 - Aerial Air Resistance

18D70 - Aerial Max Fallspeed

18D78 - Damage Growth Constant (Equation is roughly something like Speed (in Units) x this = damage output. At fullspeed with this set to 100, the hitbox did 699%-744%)

18D94 - Aerial Rotation Speed

18DC4 (Hex) - Falling chance on turn; lower = more common

18DC8 (Hex) - See above

[/collapse][/collapse]

[collapse=Toon Link][collapse=B - Arrows]1D054 - TL's arrow gravity

1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)[/collapse]

[collapse=SideB - Boomerang]1D380 - Boomerang Outgoing Hitboxes ([TSON], corrected by SSJ4Kazuki)

1D418 - Boomerang Returning Hitbox ([TSON])

26A2F - Boomerang Bone[/collapse][/collapse]

[collapse=Squirtle][collapse=B - Water Gun]173C0 - Water Gun Hitbox[/collapse][/collapse]

[collapse=Samus](Credit to Kirk unless otherwise noted)

[collapse=B - Power Shot]163D0 - Power Shot Uncharged Hitbox

16458 - Power Shot 5dmg Hitbox

164E0 - Power Shot 8dmg Hitbox

16568 - Power Shot 11dmg Hitbox

165F0 - Power Shot 14dmg Hitbox

16678 - Power Shot 18dmg Hitbox

16700 - Power Shot 21dmg Hitbox

16788 - Power Shot Full Charge Hitbox

16398 - Charge time. Higher value = slower charge. Unsure of ratio.

1639C - Recoil from charged power shot(air only). Negative values send you backward, positive send you forward.

163A0 - Charge time multiplier. Higher value = slower charge.

163A8 - Power shot duration(frames).

163B0 - Base velocity. Diminishes with more charge(Full charge still goes same speed).

163B4 - Charged shot velocity. Effect is greater with more charge(Uncharged shot goes same speed).

163C0 - Initial power shot size(graphic). Scales accordingly with charge.

163C4 - Final power shot size(graphic). Scales accordingly with charge.[/collapse]

[collapse=SideB - Missile]168F8 - Weak Missile Hitbox.

16910 - Called after weak missile detonates. (PSA COMPATIBLE)

169C8 - Power Missile Hitbox.

169E0 - Called after power missle detonates. (PSA COMPATIBLE)

168BC - Traction - The lower the value, the more momentum Samus gets going sideways when using a missile.

168C4 - X-offset of missile launch.

168CC - Weak Missile Duration(frames).

168D0 - Weak Missile Deceleration Point(frames). This is the point where the weak missle slows down.

168D4 - Weak Missile Initial Velocity.

168D8 - Weak Missile Secondary Velocity. The velocity after the deceleration point.

168DC - Weak Missile Deceleration. Lower value = missile slows faster.

168E0 - Homing capability. Higher value = better homing.

168E4 - Something to do with homing. Lower value = worse homing. Range perhaps.

168E8 - Something to do with homing. Higher value = No homing.

169AC - Power Missile Duration(Frames).

169B0 - Power Missile Acceleration Point(Frames). This is the point where the power missle speeds up.

169B4 - Power Missile Initial Velocity.

169B8 - Power Missile Acceleration. One can argue this to be the final speed also, I'm not 100% sure.[/collapse]

[collapse=DownB - Bombs]17918 - Bomb Hitbox 1 [4 dmg]

179B0 - Bomb hitbox 2 [5 dmg] (Found first by Eldiran, then Kirk )

17A78 - Bomb Subaction (Shanus)[/collapse][/collapse]

:shiek:

[collapse=Sheik (Shiek in PAL)][collapse=B - Needles]16098 - Needle Hitboxes (Amazing Ampharos)[/collapse][/collapse]

[Collapse=Solid Snake][collapse=USmash - Mortar]11C70 - Mortar Hitbox (Kirk)[/collapse]

[collapse=DSmash - Landmine]11F90 - Dsmash Mine Hitbox (Kirk)[/collapse]

[collapse=SideB - Nikita]17C18 - Nikita weak Hitbox (Kirk)

17CA0 - Nikita strong Hitbox (Kirk)[/collapse]

[collapse=UpB - Cypher]17E40 - Cypher hit Hitbox (Kirk)[/collapse]

[collapse=DownB - C4]18428 - C4 Explosion Hitbox (Kirk)[/collapse]

[collapse=FS - Rockets]18928 - Final Smash Rockets Hitbox (Kirk)[/collapse][/collapse]

[Collapse=Sonic the Hedgehog][collapse=B - Homing Attack]1B678 - Sonic Homing Attack Range (How far it will try to home in from)

24FC0 - Initial Vertical Velocity on Charge

24FC4 - Momentous Growth on Aerial Charge

24FC8 - Momentum Conservatism (Set to 2, it will multiply current momentum by 2. Set to 0.5, current momentum will be halved. Etc.)

24FCC - Minimum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex) [Kirk]

24FD0 - Maximum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex) [Kirk]

24FD4 - Maximum Curve. Lower number = smaller curves (lol). (Please credit me if you use this, since you know, it is a big find )

24FD8 - Homing Intensity. Lower number = better homing. (Please credit me if you use this too )

24FDC - Homing Wind Resistance. (Higher number = travel slower, and cancel before you reach your target if too high.)

24FE0 - Homing Dash Acceleration

24FE4 - Homing Dash Deceleration

24FE8 - wat.

24FEC - Homing Dash Duration (Frames?)

24FF0 - Floor-bounce H Velocity

24FF4 - Floor-bounce V Velocity?

24FF8 - Floor-bounce V Velocity ...Again?

24FFC - Person-bounce Aerial Mobility

25000 - Person-bounce V Velocity

25004 - Person-bounce H Deceleration Rate?

25008 - Person-bounce Fallspeed? (hex? lolwut?)

2500A - No-homing dash angle (Degrees) <--- WAT ITS NOT IN RADIANS?

25010 - No-homing dash speed

25014 - No-homing dash duration

25018 - wat.

2501C - No-homing dash duration again?[/collapse]

[collapse=UpB - Spring]1B680 - Sonic Spring Initial Height (How high off of the ground foes are when they start their 'i just bounced off of this' animation)

1B684 - Sonic Spring Duration (Frames)

1B68C - Sonic Spring Fallspeed

1B690 - Same as 1B680?

1B5E8 - Aerial Spring Hitbox (rPSI)[/collapse][/collapse]

[collapse=Falco][collapse=Bthrow/Uthrow - Lasers]

189A8 - Normal Laser hitbox(es)

18A48 - Throw-Lasers Hitbox (Amazing Ampharos)

[/collapse][/collapse]

[collapse=Bowser]NOTHING FOUND[/collapse]

[collapse=Charizard]NOTHING FOUND[/collapse][/collapse]