Punkline
Dr. Frankenstack
- Joined
- May 15, 2015
- Messages
- 423
This is a rework of an informative old code written by @Dan Salvato
(Thanks Dan!)
The code allows for anyone to use internal player data offsets as a means of (remotely) forcing a specific action state transition, and optionally start it on a certain frame. These transitions may be made with codes, memory edits, and now through subaction events.
It was rewritten largely because of a request by @omegagmaster to have a custom subaction event that could change action states. With the new version of the code, action states can now be modified with @Achilles1515 ‘s custom character data modification subaction event.
The action state will be checked and forced if an ID is recognized in place of move logic pointers during each player frame update. To use it, modify internal player data offsets 0x219C and 0x21A0 as follows from any context you like:
0x219C -- starting frame of new action state (float) (optional, if 0 or pointer value--defaults normal frame)
0x21A0 -- new action state ID (int ID) (non-0/non-pointer values trigger action state change)
---
To use it with Achilles’ custom character data event, install it and this code and use either of following syntaxes in Crazy Hand:
F8FF000C 020021A0 0000ASID -- load new action state at frame 0
F8FF0014 020021A0 0000ASID 0200219C FRAMENUM -- new action state at float-based frame start
@Itaru @MagicScrumpy @Tater tatatat0 Ampers
Here are a bunch of IDs that may be used:
(Thanks Dan!)
Code:
-==-
Internal Action State Hack
A rework of Dan's action state hack that uses internal player data offsets:
0x219C - new starting frame (float)
0x21A0 - new action state ID (int)
[Dan Salvato, Punkline]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x8006b7f8 --- 280C0000 -> 2C0C0000
1.02 ----- 0x8006b7fc --- 41820010 -> 40800010
1.02 ----- 0x8006ab64 --- 280C0000 -> 2C0C0000
1.02 ----- 0x8006ab74 --- 4E800021 -> Branch
41A00014 7D846378
3D808008 618CCFAC
7D8803A6 4E800021
00000000
1.02 ----- 0x800693cc --- FFA00890 -> Branch
80E3002C 800721A0
54000029 40820014
8007219C 2C000000
40810008 C027219C
FFA00890 00000000
$Internal Action State Hack [Dan Salvato, Punkline]
0406b7f8 2C0C0000
0406b7fC 40800010
0406ab64 2C0C0000
C206AB74 00000004
41A00014 7D846378
3D808008 618CCFAC
7D8803A6 4E800021
60000000 00000000
C20693CC 00000005
80E3002C 800721A0
54000029 40820014
8007219C 2C000000
40810008 C027219C
FFA00890 00000000
0406b7f8 2C0C0000
0406b7fC 40800010
0406ab64 2C0C0000
C206AB74 00000004
41A00014 7D846378
3D808008 618CCFAC
7D8803A6 4E800021
60000000 00000000
C20693CC 00000005
80E3002C 800721A0
54000029 40820014
8007219C 2C000000
40810008 C027219C
FFA00890 00000000
Code:
#Internal Action State Hack [Dan Salvato, Punkline]
#A rework of Dan's action state hack that uses internal player data offsets:
#0x219C - new starting frame (float)
#0x21A0 - new action state ID (int)
#--write an action state ID to 0x219C (from any player function) to change the action state
#--if a float is written to 0x21A0, it will specify the starting frame
#Static Overwrites (04 codes)
#by changing these lines, non-pointer values in above offsets will be treated like 0
#@8006ab64: cmplwi r12, 0
#--change this to a signed comparison instead of unsigned
cmpwi r12, 0
#@8006b7f8: cmplwi r12, 0
#--change this to a signed comparison instead of unsigned
cmpwi r12, 0
#@8006b7fc: beq- 0x10 (skip blrl if pointer variable == 0)
#--allows 0x219C to be used to store starting frame.
bge- 0x10 #(skip if non-pointer value or 0)
#Injection mods (C2 codes)
#these hooks check 0x21A0 and 0x219C respectively every frame in order to ready an action state change
#@8006ab74: blrl (input interrupt blrl in playerThinkAgain)
#r4 is safe
#r3 = external player data offset
#r12 = animation interrupt blrl link
#cr0 = cmpwi r12, 0 (this is because of our 04 line)
#lr = r12
#--This hook allows the animation interrupt blrl to act as the old IASA interrupt blrl did in Dan's code
#--When an ID is found in 0x21A0 instead of 0 or a pointer, the ID is passed to 8008cfac
#--this function initiates aerials, and is versitile enough to accept any action state ID
blt+ return #if 0x21A0 is a pointer, then function like normal
mr r4, r12 #else, r12 contains our loaded ASID argument
lis r12, 0x8008
ori r12, r12, 0xcfac
mtlr r12
return:
blrl
#@800693cc: fmr f29, f1 (copying passed starting frame to saved variables)
#r0,r7, cr0, lr are safe
#r3 = external player data offset
#f1 = passed starting frame
#--if a non-0 non-pointer value is found in 0x219C, replace f1 with it
lwz r7, 0x2C(r3)
lwz r0, 0x21A0(r7) #see if a new ASID is being assigned
rlwinm. r0, r0, 0, 0, 20 #freshly allocated space isn't blank, so make sure the ID is within reasonable range
bne- return
lwz r0, 0x219C(r7)
cmpwi r0, 0
ble- return #don't try to load 0 or pointer values for the float
lfs f1, 0x219C(r7) #else, load 0x219C as a float in place of starting frame
return:
fmr f29, f1
The code allows for anyone to use internal player data offsets as a means of (remotely) forcing a specific action state transition, and optionally start it on a certain frame. These transitions may be made with codes, memory edits, and now through subaction events.
It was rewritten largely because of a request by @omegagmaster to have a custom subaction event that could change action states. With the new version of the code, action states can now be modified with @Achilles1515 ‘s custom character data modification subaction event.
The action state will be checked and forced if an ID is recognized in place of move logic pointers during each player frame update. To use it, modify internal player data offsets 0x219C and 0x21A0 as follows from any context you like:
0x219C -- starting frame of new action state (float) (optional, if 0 or pointer value--defaults normal frame)
0x21A0 -- new action state ID (int ID) (non-0/non-pointer values trigger action state change)
---
To use it with Achilles’ custom character data event, install it and this code and use either of following syntaxes in Crazy Hand:
F8FF000C 020021A0 0000ASID -- load new action state at frame 0
F8FF0014 020021A0 0000ASID 0200219C FRAMENUM -- new action state at float-based frame start
@Itaru @MagicScrumpy @Tater tatatat0 Ampers
Here are a bunch of IDs that may be used:
Code:
Known Common Action State IDs--
These IDs are the same for each player character movset.
Copied from the SSBM Data Sheet:
ID Name Description
0000 DeadDown Standard downward death
0001 DeadLeft Standard leftward death
0002 DeadRight Standard rightward death
0003 DeadUp Upward death used in 1P "Team Kirby", etc.
0004 DeadUpStar Standard Star KO
0005 DeadUpStarIce Star KO while encased in ice (Freezie)
0006 DeadUpFall 64-esque front fall, unused, I believe
0007 DeadUpFallHitCamera
0008 DeadUpFallHitCameraFlat
0009 DeadUpFallIce
000A DeadUpFallHitCameraIce
000B Sleep "Nothing" state, probably - it is the state Shiek/Zelda is in when their counterpart is the one currently playing
000C Rebirth Entering on halo
000D RebirthWait Waiting on halo
000E Wait Standing state
000F WalkSlow
0010 WalkMiddle
0011 WalkFast
0012 Turn
0013 TurnRun
0014 Dash
0015 Run
0016 RunDirect
0017 RunBrake
0018 KneeBend Pre-jump animation
0019 JumpF First jump forward
001A JumpB First jump backward
001B JumpAerialF Aerial jump forward
001C JumpAerialB Aerial jump backward
001D Fall Falling straight down
001E FallF Falling with forward DI
001F FallB Falling with backward DI
0020 FallAerial Falling after the second jump
0021 FallAerialF Falling after the second jump with forward DI
0022 FallAerialB Falling after the second jump with backward DI
0023 FallSpecial Special fall after UpB or airdodge
0024 FallSpecialF Special fall with forward DI
0025 FallSpecialB Special fall with backward DI
0026 DamageFall Tumbling
0027 Squat Going from stand to crouch
0028 SquatWait Crouching
0029 SquatRv Going from crouch to stand
002A Landing Landing state, can be cancelled
002B LandingFallSpecial Landing from special fall
002C Attack11 Standard attack 1
002D Attack12 Standard attack 2
002E Attack13 Standard attack 3
002F Attack100Start Start of a looping standard attack
0030 Attack100Loop Middle of a looping standard attack
0031 Attack100End End of a looping standard attack
0032 AttackDash Dash attack
0033 AttackS3Hi High Ftilt
0034 AttackS3HiS High-mid Ftilt
0035 AttackS3S Mid Ftilt
0036 AttackS3LwS Low-mid Ftilt
0037 AttackS3Lw Low Ftilt
0038 AttackHi3 Uptilt
0039 AttackLw3 Downtilt
003A AttackS4Hi High Fsmash
003B AttackS4HiS High-mid Fsmash
003C AttackS4S Mid Fsmash
003D AttackS4LwS Low-mid Fsmash
003E AttackS4Lw Low Fsmash
003F AttackHi4 Upsmash
0040 AttackLw4 Downsmash
0041 AttackAirN Nair
0042 AttackAirF Fair
0043 AttackAirB Bair
0044 AttackAirHi Uair
0045 AttackAirLw Dair
0046 LandingAirN Landing during Nair
0047 LandingAirF Landing during Fair
0048 LandingAirB Landing during Bair
0049 LandingAirHi Landing during Uair
004A LandingAirLw Landing during Dair
004B DamageHi1
004C DamageHi2
004D DamageHi3
004E DamageN1
004F DamageN2
0050 DamageN3
0051 DamageLw1
0052 DamageLw2
0053 DamageLw3
0054 DamageAir1
0055 DamageAir2
0056 DamageAir3
0057 DamageFlyHi
0058 DamageFlyN
0059 DamageFlyLw
005A DamageFlyTop
005B DamageFlyRoll
005C LightGet Picking up an item
005D HeavyGet Picking up a heavy item (barrel)
005E LightThrowF Throwing items at standard speed
005F LightThrowB
0060 LightThrowHi
0061 LightThrowLw
0062 LightThrowDash
0063 LightThrowDrop
0064 LightThrowAirF
0065 LightThrowAirB
0066 LightThrowAirHi
0067 LightThrowAirLw
0068 HeavyThrowF
0069 HeavyThrowB
006A HeavyThrowHi
006B HeavyThrowLw
006C LightThrowF4 Throwing items at Smash speed
006D LightThrowB4
006E LightThrowHi4
006F LightThrowLw4
0070 LightThrowAirF4
0071 LightThrowAirB4
0072 LightThrowAirHi4
0073 LightThrowAirLw4
0074 HeavyThrowF4
0075 HeavyThrowB4
0076 HeavyThrowHi4
0077 HeavyThrowLw4
0078 SwordSwing1 Beam sword swings
0079 SwordSwing3
007A SwordSwing4
007B SwordSwingDash
007C BatSwing1 Home Run Bat swings
007D BatSwing3
007E BatSwing4
007F BatSwingDash
0080 ParasolSwing1 Parasol swings
0081 ParasolSwing3
0082 ParasolSwing4
0083 ParasolSwingDash
0084 HarisenSwing1 Fan swings
0085 HarisenSwing3
0086 HarisenSwing4
0087 HarisenSwingDash
0088 StarRodSwing1 Star Rod swings
0089 StarRodSwing3
008A StarRodSwing4
008B StarRodSwingDash
008C LipStickSwing1 Lip's Stick swings
008D LipStickSwing3
008E LipStickSwing4
008F LipStickSwingDash
0090 ItemParasolOpen
0091 ItemParasolFall
0092 ItemParasolFallSpecial
0093 ItemParasolDamageFall
0094 LGunShoot Raygun shots
0095 LGunShootAir
0096 LGunShootEmpty
0097 LGunShootAirEmpty
0098 FireFlowerShoot
0099 FireFlowerShootAir
009A ItemScrew
009B ItemScrewAir
009C DamageScrew
009D DamageScrewAir
009E ItemScopeStart
009F ItemScopeRapid
00A0 ItemScopeFire
00A1 ItemScopeEnd
00A2 ItemScopeAirStart
00A3 ItemScopeAirRapid
00A4 ItemScopeAirFire
00A5 ItemScopeAirEnd
00A6 ItemScopeStartEmpty
00A7 ItemScopeRapidEmpty
00A8 ItemScopeFireEmpty
00A9 ItemScopeEndEmpty
00AA ItemScopeAirStartEmpty
00AB ItemScopeAirRapidEmpty
00AC ItemScopeAirFireEmpty
00AD ItemScopeAirEndEmpty
00AE LiftWait
00AF LiftWalk1
00B0 LiftWalk2
00B1 LiftTurn
00B2 GuardOn
00B3 Guard Holding shield
00B4 GuardOff
00B5 GuardSetOff Shield stun
00B6 GuardReflect
00B7 DownBoundU The "failed to tech" bounce, facing up
00B8 DownWaitU Laying on ground facing up
00B9 DownDamageU Getting hit laying on ground facing up
00BA DownStandU
00BB DownAttackU Get up attack from ground face up
00BC DownFowardU
00BD DownBackU
00BE DownSpotU
00BF DownBoundD The "failed to tech" bounce, facing down
00C0 DownWaitD
00C1 DownDamageD Lying on the ground
00C2 DownStandD Neutral getup
00C3 DownAttackD
00C4 DownFowardD
00C5 DownBackD
00C6 DownSpotD
00C7 Passive Neutral tech
00C8 PassiveStandF Forward tech
00C9 PassiveStandB Backward tech
00CA PassiveWall Wall tech
00CB PassiveWallJump Walljump tech/plain walljump
00CC PassiveCeil Ceiling tech
00CD ShieldBreakFly
00CE ShieldBreakFall
00CF ShieldBreakDownU
00D0 ShieldBreakDownD
00D1 ShieldBreakStandU
00D2 ShieldBreakStandD
00D3 FuraFura Shield-break tottering
00D4 Catch Grab
00D5 CatchPull Successfully grabbing a character - pulling them in
00D6 CatchDash
00D7 CatchDashPull
00D8 CatchWait Grabbing and holding a character
00D9 CatchAttack Pummel
00DA CatchCut When opponent breaks of a character's grab
00DB ThrowF
00DC ThrowB
00DD ThrowHi
00DE ThrowLw
00DF CapturePulledHi
00E0 CaptureWaitHi
00E1 CaptureDamageHi
00E2 CapturePulledLw Becoming grabbed
00E3 CaptureWaitLw When grabbed
00E4 CaptureDamageLw Pummeled
00E5 CaptureCut Grab release
00E6 CaptureJump
00E7 CaptureNeck
00E8 CaptureFoot
00E9 EscapeF
00EA EscapeB
00EB Escape
00EC EscapeAir airdodge
00ED ReboundStop
00EE Rebound
00EF ThrownF
00F0 ThrownB
00F1 ThrownHi
00F2 ThrownLw
00F3 ThrownLwWomen
00F4 Pass Drop through platform
00F5 Ottotto Ledge teeter
00F6 OttottoWait
00F7 FlyReflectWall
00F8 FlyReflectCeil
00F9 StopWall
00FA StopCeil
00FB MissFoot
00FC CliffCatch Catching the ledge
00FD CliffWait Hanging on the ledge
00FE CliffClimbSlow Climbing the ledge, >100%
00FF CliffClimbQuick Climbing the ledge, <100%
0100 CliffAttackSlow Ledge attack, >100%
0101 CliffAttackQuick Ledge attack, <100%
0102 CliffEscapeSlow Ledge roll, >100%
0103 CliffEscapeQuick Ledge roll, <100%
0104 CliffJumpSlow1
0105 CliffJumpSlow2
0106 CliffJumpQuick1
0107 CliffJumpQuick2
0108 AppealR Taunt right
0109 AppealL Taunt left
010A ShoulderedWait
010B ShoulderedWalkSlow
010C ShoulderedWalkMiddle
010D ShoulderedWalkFast
010E ShoulderedTurn
010F ThrownFF
0110 ThrownFB
0111 ThrownFHi
0112 ThrownFLw
0113 CaptureCaptain
0114 CaptureYoshi
0115 YoshiEgg
0116 CaptureKoopa
0117 CaptureDamageKoopa
0118 CaptureWaitKoopa
0119 ThrownKoopaF
011A ThrownKoopaB
011B CaptureKoopaAir
011C CaptureDamageKoopaAir
011D CaptureWaitKoopaAir
011E ThrownKoopaAirF
011F ThrownKoopaAirB
0120 CaptureKirby
0121 CaptureWaitKirby
0122 ThrownKirbyStar
0123 ThrownCopyStar
0124 ThrownKirby
0125 BarrelWait
0126 Bury
0127 BuryWait
0128 BuryJump
0129 DamageSong
012A DamageSongWait
012B DamageSongRv
012C DamageBind
012D CaptureMewtwo
012E CaptureMewtwoAir
012F ThrownMewtwo
0130 ThrownMewtwoAir
0131 WarpStarJump
0132 WarpStarFall
0133 HammerWait
0134 HammerWalk
0135 HammerTurn
0136 HammerKneeBend
0137 HammerFall
0138 HammerJump
0139 HammerLanding
013A KinokoGiantStart Super/Poison mushroom states
013B KinokoGiantStartAir
013C KinokoGiantEnd
013D KinokoGiantEndAir
013E KinokoSmallStart
013F KinokoSmallStartAir
0140 KinokoSmallEnd
0141 KinokoSmallEndAir
0142 Entry Warp in at beginning of match.
0143 EntryStart
0144 EntryEnd
0145 DamageIce
0146 DamageIceJump
0147 CaptureMasterhand
0148 CapturedamageMasterhand
0149 CapturewaitMasterhand
014A ThrownMasterhand
014B CaptureKirbyYoshi
014C KirbyYoshiEgg
014D CaptureLeadead
014E CaptureLikelike
014F DownReflect
0150 CaptureCrazyhand
0151 CapturedamageCrazyhand
0152 CapturewaitCrazyhand
0153 ThrownCrazyhand
0154 BarrelCannonWait
Code:
Known Uncommon Action State IDs--
These IDs are unique for each player character movset:
-Mario/Dr Mario
Ground ASID Air ASID Description
157 158 B - all
159 15a sideB - all
15b 15c upB - all
15d 15e downB - all
-Luigi
Ground ASID Air ASID Description
155 156 B - all
157 15d sideB - startup
158 15e sideB - charge
--- 15f sideB - movement
15a --- sideB - land
--- 160 sideB - hit
15b 161 sideB - launch
15c 162 sideB - misfire
163 164 upB - all
165 166 downB - all
-Bowser
Ground ASID Air ASID Description
155 158 B - startup
156 159 B - fire
157 15a B - recovery
15b 161 sideB - "klaw"
15c 162 sideB - capture startup
15d 163 sideB - capture bite
15e 164 sideB - capture wait
15f 165 sideB - throw (forward)
160 166 sideB - throw (back)
167 168 upB - all
169 --- downB - ground start
--- 16a downB - air drop
16b --- downB - landing
-Peach
Ground ASID Air ASID Description
16d 16f B - counter
16e 170 B - riposte
162 165 sideB - startup
163 166 sideB - recovery
--- 168 sideB - attack
--- 167 sideB - hit
169 16b upB - jump
--- 171 upB - open parasol
--- 172 upB - float
160 --- downB - pluck
-Yoshi
Ground ASID Air ASID Description
15a 15f B - grab
15b 160 B - catch
15d 162 B - egg
164 168 sideB - startup
--- 169 sideB - roll air idle?
165 16a sideB - roll
166 --- sideB - change direction
167 16b sideB - recovery
16c 16d upB - all
16e --- downB - ground startup
--- 170 downB - air drop
16f --- downB - landing
-Donkey Kong
Ground ASID Air ASID Description
171 176 B - startup
172 177 B - charge
173 178 B - cancel
174 179 B - attack
175 17a B - attack full
17b 17c sideB - all
17d 17e upB - all
17f --- downB - startup
180 --- downB - ground slap
181 --- downB - recovery
-CFalcon/GDorf
Ground ASID Air ASID Description
15b 15c B - all
15d 15f sideB - dash
15e 160 sideB - attack
161 162 upB - startup
--- 163 upB - catch
--- 164 upB - dive
165 167 downB - kick
166 16a downB - ground kick recovery
168 169 downB - air kick recovery
16b --- downB - ground kick wall
-Fox/Falco
Ground ASID Air ASID Description
155 158 B - startup
156 159 B - shoot
157 15a B - recovery
15b 15e sideB - startup
15c 15f sideB - dash
15d 160 sideB - recovery
161 162 upB - startup
163 164 upB - dash
165 166 upB - recovery
168 16d downB - startup
169 16e downB - shield wait
16a 16f downB - reflect
16b 170 downB - recovery
16c 171 downB - turn
-Ness
Ground ASID Air ASID Description
156 --- USmash - normal smash
157 --- USmash - charge
158 --- USmash - charged smash
159 --- DSmash - normal smash
15a --- DSmash - charge
15b --- DSmash - charged smash
15c 160 B - startup
15d 161 B - charge
15e 162 B - attack delay
15f 163 B - recovery
164 165 sideB - all
166 16a upB - startup
167 16b upB - control
168 16c upB - recovery
169 16d upB - dash
16f 174 downB - startup
170 175 downB - shield
171 176 downB - absorb
172 177 downB - recovery
Ice Climbers
Ground ASID Air ASID Description
155 156 B - all
157 159 sideB - single
158 15a sideB - double
15b 160 upB - summon
15c 161 upB - throw
15d 162 upB - jump
15e 163 upB - (single) throw
15f 164 upB - (single) jump
165 166 downB - all
-Kirby
Ground ASID Air ASID Description
--- 155 jump 2
--- 156 jump 3
--- 157 jump 4
--- 158 jump 5
--- 159 jump 6
161 173 B - startup
162 174 B - vacuum cleaner
163 175 B - recovery
164 176 B - capture
166 178 B - fat startup
167 179 B - fat idle
168 --- B - fat walk startup
169 --- B - fat walk
16a --- B - fat run
16b --- B - fat turn around
16c --- B - fat jump startup
16d --- B - fat jump
16e --- B - fat land
16f --- B - swallow
171 --- B - spit
17f 180 sideB - all
181 185 upB - startup
--- 186 upB - rise/fall
184 187 upB - landing
189 18c downB - startup
18a 18d downB - stone
18b 18e downB - recovery
-Samus
Ground ASID Air ASID Description
155 156 bomb jump
157 15b B - startup
158 --- B - charge
159 --- B - cancel
15a 15c B - shoot
15d 15f sideB - Homing
15e 160 sideB - Power
161 162 upB - all
163 164 downB - all
-Zelda
Ground ASID Air ASID Description
155 156 B - all
157 15a sideB - startup
158 15b sideB - charge
159 15c sideB - attack
15d 160 upB - startup
15e 161 upB - movement
15f 162 upB - recovery
163 165 downB - transform out
164 166 downB - transform back
-Sheik
Ground ASID Air ASID Description
155 159 B - startup
156 15a B - charge
157 15b B - cancel
158 15c B - throw
15d 160 sideB - startup
15e 161 sideB - chain
15f 162 sideB - recovery
163 166 upB - startup
164 167 upB - movement
165 168 upB - recovery
169 16b downB - transform out
16a 16c downB - transform back
-Link/Young Link
Ground ASID Air ASID Description
158 15b B - startup charge
159 15c B - fully charged
15a 15d B - shoot
15e 161 sideB - throw
15f 162 sideB - catch
160 163 sideB - throw (empty)
164 165 upB - all
166 167 downB - all
-Pikachu/Pichu
Ground ASID Air ASID Description
155 156 B - all
157 15c sideB - startup
158 15d sideB - charge
15a 15e sideB - landing/air movement
--- 15f sideB - falling
15b 160 sideB - launch
161 164 upB - startup
162 165 upB - movement
163 166 upB - recovery
167 16b downB - startup
168 16c downB - lightning call
169 16d downB - lightning hit
16a 16e downB - recovery
-Jigglypuff
Ground ASID Air ASID Description
--- 155 jump 2
--- 156 jump 3
--- 157 jump 4
--- 158 jump 5
--- 159 jump 6
15a 162 B - startup (face right)
15b 163 B - startup (face left)
15c 164 B - charge
15d 165 B - full charge
15e 166 B - roll forward
15f --- B - change direction
160 168 B - recovery (face right)
161 169 B - recovery (face left)
--- 16a B - float after attack
16b 16c sideB - all
16d 16e upB - all (face left)
16f 170 upB - all (face right)
171 172 downB - all (face left)
173 174 downB - all (face right)
-Mewtwo
Ground ASID Air ASID Description
155 15a B - startup
156 15b B - charge
157 15c B - full charging
158 15d B - recovery
159 15e B - attack
15f 160 sideB - all
161 164 upB - startup
162 165 upB - movement
163 166 upB - recovery
167 168 downB - all
-Game and Watch
Ground ASID Air ASID Description
156 --- Rapid Jab - start
157 --- Rapid Jab - loop
158 --- Rapid Jab - end
161 162 B - all
163 16c sideB - 1
164 16d sideB - 2
165 16e sideB - 3
166 16f sideB - 4
167 170 sideB - 5
168 171 sideB - 6
169 172 sideB - 7
16a 173 sideB - 8
16b 174 sideB - 9
175 176 upB - all
177 17a downB - bucket wait
178 17b downB - bucket catch
179 17c downB - bucket attack
-Marth/Roy
Ground ASID Air ASID Description
155 159 B - startup
156 15a B - charge (loop)
157 15b B - attack
158 15c B - attack (full)
15d 166 sideB - hit 1
15e 167 sideB - hit 2 (up)
15f 168 sideB - hit 2
160 169 sideB - hit 3 (up)
161 16a sideB - hit 3
162 16b sideB - hit 3 (down)
163 16c sideB - hit 4 (up)
164 16d sideB - hit 4
165 16e sideB - hit 4 (down)
16f 170 upB - all
171 173 downB - counter
172 174 downB - riposte
Last edited: