Toomai
Smash Ace
So, moveset data extraction. The Melee and Brawl people have programs that can do it automatically. We don't, but I've done it manually. Click the preview image to download it (.xlsx, 2,244KB).

File will be updated as I fill it in, which will be slow but hopefully steady. NTSC only so far but plan to do other versions afterwards. Each character is on a different sheet, click on the tabs or use Ctrl+PgUp/Ctrl+PgDn to scroll through them.
Some answers to useful questions:[collapse="Who's done/next?"]Done
Next
Taking a break. JPN is next, in the same order as the above. Or I might try harder to look into projectiles etc.
[/collapse][collapse="How do I read this?"]Column C is what the subaction is to my knowledge. Column M (the multicoloured one) is the sequence of commands, and the values to the right are the inputs. Basically, reading Column M downwards is the chronological sequence of actions that composes the move.[/collapse][collapse="What are these abbreviations in the C column?"]I tried to keep a mix of readability and short length. Here are some of the probably-not-as-intuitive ones:
If you hit a Return, then go back to where you last met a Subroutine and continue from there.[/collapse][collapse="What does Set Flag mean?"]It depends on the context:

File will be updated as I fill it in, which will be slow but hopefully steady. NTSC only so far but plan to do other versions afterwards. Each character is on a different sheet, click on the tabs or use Ctrl+PgUp/Ctrl+PgDn to scroll through them.
Some answers to useful questions:[collapse="Who's done/next?"]Done












Next
Taking a break. JPN is next, in the same order as the above. Or I might try harder to look into projectiles etc.
[/collapse][collapse="How do I read this?"]Column C is what the subaction is to my knowledge. Column M (the multicoloured one) is the sequence of commands, and the values to the right are the inputs. Basically, reading Column M downwards is the chronological sequence of actions that composes the move.[/collapse][collapse="What are these abbreviations in the C column?"]I tried to keep a mix of readability and short length. Here are some of the probably-not-as-intuitive ones:
- "f", "b", and "s" For most things, "f" means "front"/"forward" while "b" means "back"/"backward". So for example "tumble landing f" is "when you land on the ground from tumbling on your front", and "floor froll b" is "when you f-roll while laying on your back".
For edge stuff, "f" means "fast" and "s" meas "slow". If you see a "b" for an edge action like "edge attack b", that's an error and you should report it. - "NS", "US", and "DS" "Neutral special", "up special", and "down special".
- "shield jump" When you jump out of shield, not when your shield breaks and you get popped into the air (that would be "shield break jump").
- ID
- ID #2
- Bone
- Damage
- Clang
- Effect
- Size
- X position
- Y position
- Z position
- Angle
- Knockback scaling
- Fixed knockback value
- Hits grounded targets
- Hits aerial targets
- Shield damage
- Sound level
- Sound type
- Base knockback
If you hit a Return, then go back to where you last met a Subroutine and continue from there.[/collapse][collapse="What does Set Flag mean?"]It depends on the context:
- For animations such as turn, run tun, or forward roll, Set Flag reverses the character's direction.
- For jabs, Set Flag activates the continuation window.
- For aerial attacks, Set Flag enables and disables landing lag.
- For taunts, Set Flag allows interruptibility. Maybe this is the same underlying thing as jab continuation, I don't know.