• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Completed Internal Action State Hack

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
This is a rework of an informative old code written by @Dan Salvato
(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
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 tatatat0 Ampers 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:

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
Dude... fantastic stuff. I'm working on adding some new things to Crazy Hand that should hopefully make this even more convenient.
 
Top Bottom