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Sheik Frame Data Repository 1.1

Dnyce

Smash Master
Joined
Mar 10, 2010
Messages
3,049
Location
Allen, TX
Sheik Frame Data Repository​

% Complete: 50



This data was ported directly from Sheik's pac file. Everything here is as accurate as possible.


Hits on = First frame the collision is active
Ends on = Last frame the collision is active
First actionable frame = First frame you are allowed to make another, non-directional input


Attacks​
Jab 1
Hits on: 2
Ends on: 3
Cancels into Jab 2: 6-30
First actionable frame: 18
***If Jab 1 is canceled into Jab 2 before the first actionable frame, add 1 frame to everything on Jab 2.

Jab 2
Hits on: 3
Ends on: 5
Cancels into Rapid Jab: 8-20
First actionable frame: 18

Rapid Jab
Hits on 9, 13, 17, 21, 25, 29....
SDI Multiplier: 0.70x
First actionable frame 41

Dash Attack
Duration: 40
Hits on: 5
Hits again on: 7
Ends on: 11
First actionable frame: 41

Forward Tilt
Duration: 21
Hits on: 5
Hit lag multiplier: 0.50x
SDI multiplier: 0.50x
Ends on: 6
First actionable frame: 22

Up Tilt
Duration: 35
Hits on: 5
SDI multiplier: 0.50x
Ends on: 6
Hits again on: 19
Ends on: 24
First actionable frame: 36

Down Tilt
Duration: 29
Hits on: 5
Tripping rate: 0.40x
Ends on: 8
First actionable frame: 30



Smashes​

*Add X frames for X number of frames held on/after charge*
Forward Smash
Duration: 50
Begins charging on: 4
Hits on: 12
SDI multiplier: 0.50x
Ends on: 12
Hits again on: 26
Ends on: 28
First Actionable frame: 51

Up Smash
Duration: 52
Begins charging on: 7
Hits on: 11
Intangibility for left upper arm, right upper arm and head begins on: 11
SDI Multiplier: 1.50x
Ends on: 11
Hits again on: 13
Ends on: 15
Reset collision states on: 16
First actionable frame: 53

Down Smash
Duration: 48
Begins charging on: 2
Hits on: 4
Tripping Rate: 0.40x
Intangibility for left upper leg, left lower leg, right upper leg and right lower leg begins on: 4
Reset collision states on: 5

Ends on: 8
Hits again on: 14
Tripping Rate: 0.30x
Ends on: 17
Hits again on: 21
Ends on: 23
Tripping Rate: 0.30x
First actionable frame 49



Aerials​
Neutral Air
Duration: 48
Landing lag: 10
Hits on: 3
Ends on: 6
Hits again on: 7
Ends on: 30
Auto-cancels on: 31<x<1
First actionable frame: 49

Forward Air
Duration: 33
Landing lag: 10
Hits on: 5
Ends on: 8
Auto-cancels on: 12<x<4
First actionable frame: 34

Back Air
Duration: 36
Landing lag: 10
Hits on: 4
Hits again on: 7
Ends on: 18
Auto-cancels on: 31<x<1
First actionable frame: 37

Up Air
Duration: 38
Landing lag: 21
Hits on: 4
Hits again on: 7
Ends on: 15
Auto-cancels on: 30<x<3
First actionable frame: 39

Down Air
Duration: 53
Landing lag: 26
Hits on: 15
Ends on: 33



Specials​
Side Special
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"

Aerial Side Special
Hits on: 22
Ends on: first neutral frame from release
First actionable frame: 34 after "ends on"
Searches for tether-able ledge on: 8
Tethers ledge on: 9-14
Flubbed tether on: 15
Ends search for tether-able ledge on: 11

Chain Jacket
Jacket from short-hop on: 19

Jacket-testing

Most moves appear to jacket to the tip of chain. These are the exceptions I have found thus far
*subject to change after more testing*

Body-chain Jacket
All hit-boxes but those attached to the body are nullified
[-] Down Tilt
[-] Up Tilt (first hit)
[-] Ledge Attack (both)
[-] Banana (also first 1/3 of chain active)

Full-chain Jacket
All parts of the chain are active and damaging
[-] Grab
[-] Trip Attack
[-] Get-up Attack (all)
[-] Final Smash

Wind-chain Jacket
Full-chain Jacket with wind-boxes attached
[-] Ledge Attack <100%
[-] Up Special Air
[-] Transform (With random-*** unexplainable hit-box behind Sheik outside of chain's range)

Untested Jacket moves:
[-] Rapid Jab
[-] Forward Smash (first hit)
[-] Up Smash (first hit)
[-] All Throws
[-] Pummel
[-] Different Item throws




Grabs & Throws​
Standing Grab
Duration: 29
Grabs on: 6
Grab ends on: 7
First actionable frame: 30

Dash Grab
Duration: 39
Grabs on: 7
Grab ends on: 8
First actionable frame: 40

Pivot Grab
Grabs on: 8
Grab ends on: 9

Pummel
Hits on: 9
First actionable frame: 29

Back Throw
Hits on: 15
Ends on: 15
First actionable frame: 36

Forward Throw
Hits on: 20
Ends on: 20

Up Throw
Hits on: 19
Ends on: 19

Down Throw
Hits on: 26
Ends on: 30
First actionable frame: 54



Dodges​
Spot Dodge
Duration: 25
Intangible on: 2
Intangibility ends on: 20
First actionable frame 26

Roll
Intangible on: 4
Intangibility ends on: 19
First actionable frame: 32

Aerial Dodge
Intangible on: 4
Intangibility ends on: 29



Landings​
Pratfall Get-up (front and back)
Intangible on: 1
Intangibility ends on: 19
First actionable frame: 30

Pratfall Attack (back)
Intangible on: 1
Hits on: 16
Ends on: 18
Hits again on: 25
Ends on: 27
Intangibility ends on: 27
First actionable frame: 50

Pratfall Attack (front)
Intangible on: 1
Hits on: 16
Ends on: 17
Hits again on: 21
Ends on: 23
Intangibility ends on: 23
First actionable frame: 50

Pratfall Forward Roll (front and back)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36

Pratfall Back Roll (back)
Intangible on: 1
Intangibility ends on: 22
First actionable frame: 36

Pratfall Back Roll (front)
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 36

Tech
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 28

Tech Roll
Intangible on: 1
Intangibility ends on: 20
First actionable frame: 41



Ledge Stuff​
Under 100%​
Ledge attack <100%
Intangible on: 1
Intangibility ends on: 23
Hits on: 25
Ends on: 34
First actionable frame: 55

Ledge Get-up <100%
Intangible on: 1
Intangibility ends on: 30
First actionable frame: 35

Ledge Roll <100%
Intangible on: 1
Intangibility ends on: 37
First actionable frame: 50


Over 100%
Ledge attack >100%
Intangible on: 1
Hits on: 57
Ends on: 59
Intangibility ends on: 59
First actionable frame: 70

Ledge Get-up >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60

Ledge Roll >100%
Intangible on: 1
Intangibility ends on: 55
First actionable frame: 60



Sakurai​
Trip
Intangible on: 1
Intangibility ends on: 6

Trip Pivot
Intangible on: 1
Intangibility ends on: 7

Trip Dash
Intangible on: 1
Intangibility ends on: 8

Trip Get-up
Intangible on: 1
Intangibility ends on: 17
First actionable frame: 22

Trip Attack
Intangibility on: 1
Intangibility ends on: 8
Hits on: 19
Ends on: 20
Hits again on: 25
Ends on: 26
First actionable frame: 50

Trip Roll
Intangibility on: 1
Intangibility ends: 10
First actionable frame: 29



Miscellaneous​
Item Toss Forward (Ground/Air)
Hits on: 8
First actionable frame: 25

Item Toss Back (Ground/Air)
Hits on: 11
First actionable frame: 25

Item Toss Up
Hits on: 11
First actionable frame: 24

Item Toss Up Air
Hits on: 12
First actionable frame: 24

Item Toss Down
Hits on: 8
First actionable frame: 20

Item Toss Down Air
Hits on: 7
First actionable frame: 20

Item Toss Dash
Hits on: 6
First actionable frame: 38

Beam Sword Jab
Hits on: 4
First actionable frame: 24

Beam Sword Tilt
Hits on: 9
First actionable frame: 42

Beam Sword Smash
Hits on: 19
Hits again on: 31
First actionable frame: 59

Jump Start-up: 4

Normal Land-lag: 3


---The frames on item throws are identical, whether smash or tilted, for items encountered in competitive play only. They do not reflect what you may encounter in Item Standard Play or Basic Brawl--
Note: Distance is still affected. Damage differences have not been looked into yet.


Specials will be added sometime later this week, but I put the ported info in the second post. I don't think I have all the information to draft accurate data, so that's why they aren't in here... basically, since I've only recently picked up Sheik I'm not 100% sure what the numbers mean (help appreciated :awesome: ) so I didn't think they should be added yet. Feel free to point out any errors I have made as well and make inputs on things that need/should be tested & added and I'll see what I can do. Lastly, I forgot to consistently look at tripping rates, hit-lag modifiers and DI modifiers, so there may be a few missing. Unless otherwise noted, those values are 0.00, 1.00 and 1.00 respectively.


Revisions & Additions Log:
18-4-11
*Fixed auto-canceling frames on aerials
*Defined item data more clearly
*Added Collapse Tags for convenient navigation
*Added Jump Start-up
*Added Normal Land Lag
21-4-11
*Added Side-special
*Added KB data
*Added Beam Sword data
 

Dnyce

Smash Master
Joined
Mar 10, 2010
Messages
3,049
Location
Allen, TX
Warning! Technical things ahead.
FitSheik.pac File Data



For anyone interested, here are the data I have ported for Sheik thus far. This includes (almost) everything there is to know about a move. Also included is a bone reference guide - bones are what hit-boxes are attached to. I may do hit-bubbles at a later time.




Sheik's Bones
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E


Subaction EFF8 (Jab 1)
-----------|START|--------------------------
Asynchronous Timer - Frames=1.00x,

Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x46, Base Knockback=0xA0064, Knockback Growth=0x0, Size=4.20x, Z Offset=-3.70x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x2D0001, Damage=0x3, Trajectory=0x46, Base Knockback=0xA0064, Knockback Growth=0x0, Size=3.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x120002, Damage=0x3, Trajectory=0x46, Base Knockback=0xA0064, Knockback Growth=0x0, Size=2.40x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,


Synchronous Timer - Frames=2.00x,
Terminate Collisions

Asynchronous Timer - Frames=5.00x,
Bit Variable Set - RA-Bit[16],

Asynchronous Timer - Frames=17.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction F1B8 (Jab 2)
-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,

Offensive Collision - Bone/ID=0x2E0000, Damage=0x3, Trajectory=0x46, Base Knockback=0x28, Knockback Growth=0x14, Size=4.20x, Z Offset=-3.70x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x2D0001, Damage=0x3, Trajectory=0x46, Base Knockback=0x28, Knockback Growth=0x14, Size=3.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x120002, Damage=0x3, Trajectory=0x46, Base Knockback=0x28, Knockback Growth=0x14, Size=2.40x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030602,


Synchronous Timer - Frames=3.00x,
Terminate Collisions

Asynchronous Timer - Frames=7.00x,
Bit Variable Set - RA-Bit[20],
Bit Variable Set - RA-Bit[16],

Asynchronous Timer - Frames=17.00x,
Allow Interrupt
----------------------------|END|-----------


Subroutine F290 (Jab 100)
-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Set Loop - Iterations=0x5,
*** Subroutine - Offset=@F238,
*** Synchronous Timer - Frames=2.00x,
Execute Loop
Subroutine - Offset=@F238,
!Unknown-00! 01000000
!Unknown-03! 00030000
Goto - Offset=@F290,
----------------------------|END|-----------


Subroutine F238 (Jab 100 hit-box)
-----------|START|--------------------------
Offensive Collision - Bone/ID=0x120000, Damage=0x2, Trajectory=0x169, Base Knockback=0x14, Knockback Growth=0x8, Size=4.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=0.70x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x130001, Damage=0x2, Trajectory=0x169, Base Knockback=0x14, Knockback Growth=0x8, Size=3.00x, Z Offset=3.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=0.70x, Hitbox Flags=0x39030602,

Offensive Collision - Bone/ID=0x130002, Damage=0x1, Trajectory=0x169, Base Knockback=0x14, Knockback Growth=0x8, Size=2.50x, Z Offset=8.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=0.70x, Hitbox Flags=0x39030602,


Synchronous Timer - Frames=2.00x,
Terminate Collisions
Bit Variable Set - RA-Bit[25],
Return
----------------------------|END|-----------


Subaction F4B0 (Jab 100 End)
-----------|START|--------------------------
Terminate Collisions

Asynchronous Timer - Frames=1.00x,

Special Offensive Collision - 0x0, 0x0, 0x0, 0x1D0064, 0x0, 5.00x, 0.00x, 8.00x, 8.00x, 0.00x, 0.00x, 0.00x, 0x30000, 0x0, 0xC04FFFC3,


Asynchronous Timer - Frames=2.00x,
Terminate Collisions
----------------------------|END|-----------


Subaction F770 (Dash Attack)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Offensive Collision - Bone/ID=0x0, Damage=0x7, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0x10032, Size=4.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=14.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030682,

Offensive Collision - Bone/ID=0x1, Damage=0x7, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0x10032, Size=3.50x, Z Offset=0.00x, Y Offset=5.50x, X Offset=9.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030682,

Offensive Collision - Bone/ID=0x2, Damage=0x7, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0x10032, Size=3.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=5.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030682,


Asynchronous Timer - Frames=6.00x,
Offensive Collision - Bone/ID=0x0, Damage=0x5, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x10014, Size=4.00x, Z Offset=0.00x, Y Offset=6.00x, X Offset=9.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030440,

Offensive Collision - Bone/ID=0x1, Damage=0x5, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x10014, Size=3.00x, Z Offset=0.00x, Y Offset=5.50x, X Offset=6.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030440,

Offensive Collision - Bone/ID=0x2, Damage=0x5, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x10014, Size=2.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=3.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030440,


Asynchronous Timer - Frames=11.00x,
Terminate Collisions

Asynchronous Timer - Frames=40.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction F928 (Forward Tilt)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Offensive Collision - Bone/ID=0xA0000, Damage=0x5, Trajectory=0x5A, Base Knockback=0x64, Knockback Growth=0x14, Size=4.30x, Z Offset=0.00x, Y Offset=0.70x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.50x, Hitbox Flags=0x39830240,

Offensive Collision - Bone/ID=0xB0001, Damage=0x5, Trajectory=0x5A, Base Knockback=0x64, Knockback Growth=0x14, Size=2.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.50x, Hitbox Flags=0x39830240,

Offensive Collision - Bone/ID=0xB0002, Damage=0x5, Trajectory=0x6C, Base Knockback=0x64, Knockback Growth=0x14, Size=4.80x, Z Offset=0.00x, Y Offset=4.10x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.50x, SDI Multiplier=0.50x, Hitbox Flags=0x39830240,


Synchronous Timer - Frames=6.00x,
Terminate Collisions

Asynchronous Timer - Frames=21.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction FC38 (Up Tilt)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Special Offensive Collision - 0xA0002, 0x6, 0x4B, 0x280050, 0x0, 5.50x, 0.00x, 0.40x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830240, 0x0, 0x4FFFC3,

Special Offensive Collision - 0xA0000, 0x6, 0x1E, 0x1E0064, 0x0, 4.00x, 0.00x, 4.00x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830240, 0x0, 0x4FFFC3,

Special Offensive Collision - 0xB0001, 0x6, 0x15E, 0x1C0064, 0x0, 7.00x, 0.00x, 2.50x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830240, 0x0, 0x4FFFC3,


Synchronous Timer - Frames=6.00x,
Terminate Collisions

Asynchronous Timer - Frames=18.00x,
Offensive Collision - Bone/ID=0xA0000, Damage=0x7, Trajectory=0x3C, Base Knockback=0x7A, Knockback Growth=0x14, Size=5.00x, Z Offset=0.00x, Y Offset=0.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xA0001, Damage=0x7, Trajectory=0x3C, Base Knockback=0x7A, Knockback Growth=0x14, Size=5.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xB0002, Damage=0x7, Trajectory=0x3C, Base Knockback=0x7A, Knockback Growth=0x14, Size=6.50x, Z Offset=0.00x, Y Offset=4.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Synchronous Timer - Frames=6.00x,
Terminate Collisions

Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction FE00 (Down Tilt)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Offensive Collision - Bone/ID=0xA0000, Damage=0x8, Trajectory=0x46, Base Knockback=0x50, Knockback Growth=0x23, Size=3.50x, Z Offset=0.00x, Y Offset=0.40x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xA0001, Damage=0x8, Trajectory=0x46, Base Knockback=0x50, Knockback Growth=0x23, Size=3.80x, Z Offset=0.00x, Y Offset=4.00x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xB0002, Damage=0x8, Trajectory=0x5A, Base Knockback=0x50, Knockback Growth=0x23, Size=5.00x, Z Offset=0.00x, Y Offset=4.00x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Synchronous Timer - Frames=4.00x,
Terminate Collisions

Asynchronous Timer - Frames=29.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 10118 (Forward Smash)
-----------|START|--------------------------
Asynchronous Timer - Frames=8.00x,
Special Offensive Collision - 0x60000, 0x5, 0x18, 0x450064, 0x0, 4.50x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830480, 0x0, 0x4FFFC3,

Special Offensive Collision - 0xB0001, 0x5, 0x169, 0x320064, 0x0, 4.00x, 0.00x, -1.50x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830480, 0x0, 0x4FFFC3,

Special Offensive Collision - 0xB0002, 0x5, 0x3C, 0x2D0064, 0x0, 5.00x, 0.00x, 2.80x, 0.00x, 0.00x, 1.00x, 0.50x, 0x39830480, 0x0, 0x4FFFC3,


Synchronous Timer - Frames=1.00x,
Terminate Collisions

Asynchronous Timer - Frames=22.00x,
Offensive Collision - Bone/ID=0x70000, Damage=0x9, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x32, Size=6.00x, Z Offset=0.00x, Y Offset=-2.80x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70001, Damage=0x9, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x32, Size=6.00x, Z Offset=0.00x, Y Offset=1.50x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0xA0002, Damage=0x9, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x32, Size=4.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Synchronous Timer - Frames=3.00x,
Terminate Collisions

Asynchronous Timer - Frames=47.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 10470 (Up Smash)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Modify Bone Collision - Bone=0x24, Collision State=0x2,
Modify Bone Collision - Bone=0x2E, Collision State=0x2,
Modify Bone Collision - Bone=0x13, Collision State=0x2,


Offensive Collision - Bone/ID=0x2E0000, Damage=0x11, Trajectory=0x5D, Base Knockback=0x52, Knockback Growth=0x40032, Size=5.50x, Z Offset=-2.80x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.50x, Hitbox Flags=0x39030682,

Offensive Collision - Bone/ID=0x130001, Damage=0x11, Trajectory=0x5D, Base Knockback=0x52, Knockback Growth=0x40032, Size=5.50x, Z Offset=2.80x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.50x, Hitbox Flags=0x39030682,


Synchronous Timer - Frames=1.00x,
Terminate Collisions

Synchronous Timer - Frames=1.00x,
Offensive Collision - Bone/ID=0x2E0000, Damage=0xC, Trajectory=0x32, Base Knockback=0x64, Knockback Growth=0x26, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030282,

Offensive Collision - Bone/ID=0x130001, Damage=0xC, Trajectory=0x32, Base Knockback=0x64, Knockback Growth=0x26, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030282,

Offensive Collision - Bone/ID=0x2E0002, Damage=0xC, Trajectory=0x32, Base Knockback=0x64, Knockback Growth=0x26, Size=4.80x, Z Offset=-3.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030282,

Offensive Collision - Bone/ID=0x130003, Damage=0xC, Trajectory=0x32, Base Knockback=0x64, Knockback Growth=0x26, Size=4.80x, Z Offset=3.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030282,


Synchronous Timer - Frames=3.00x,
Terminate Collisions
Reset Bone Collisions - 0x0,

Asynchronous Timer - Frames=46.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 10878 (Down Smash)
-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Modify Bone Collision - Bone=0xB, Collision State=0x2,
Modify Bone Collision - Bone=0x7, Collision State=0x2,
Modify Bone Collision - Bone=0xA, Collision State=0x2,
Modify Bone Collision - Bone=0x6, Collision State=0x2,


Offensive Collision - Bone/ID=0x50000, Damage=0xD, Trajectory=0x28, Base Knockback=0x50, Knockback Growth=0x23, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70001, Damage=0xD, Trajectory=0x28, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70002, Damage=0xD, Trajectory=0x28, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=-3.20x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Synchronous Timer - Frames=1.00x,
Reset Bone Collisions - 0x0,

Synchronous Timer - Frames=4.00x,
Terminate Collisions

Asynchronous Timer - Frames=13.00x,
Offensive Collision - Bone/ID=0xB0000, Damage=0xA, Trajectory=0x32, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=3.06x, X Offset=0.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70001, Damage=0xA, Trajectory=0x32, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=-3.06x, X Offset=0.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Synchronous Timer - Frames=4.00x,
Terminate Collisions

Asynchronous Timer - Frames=19.00x,
Offensive Collision - Bone/ID=0xB0000, Damage=0xA, Trajectory=0x32, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=3.06x, X Offset=0.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70001, Damage=0xA, Trajectory=0x32, Base Knockback=0x50, Knockback Growth=0x23, Size=5.31x, Z Offset=0.00x, Y Offset=-3.06x, X Offset=0.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Synchronous Timer - Frames=3.00x,
Terminate Collisions

Asynchronous Timer - Frames=47.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 10CB8 (Neutral Air)
-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Bit Variable Set - RA-Bit[30],

Offensive Collision - Bone/ID=0x70000, Damage=0xD, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=4.00x, Z Offset=0.00x, Y Offset=-2.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x70001, Damage=0xD, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=3.00x, Z Offset=0.00x, Y Offset=1.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0x50002, Damage=0xA, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xA0003, Damage=0xA, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=2.50x, Z Offset=0.00x, Y Offset=2.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Synchronous Timer - Frames=4.00x,
Offensive Collision - Bone/ID=0x50000, Damage=0x5, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=4.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830400,

Offensive Collision - Bone/ID=0x70001, Damage=0x5, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=3.20x, Z Offset=0.00x, Y Offset=-1.50x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830400,

Offensive Collision - Bone/ID=0x70002, Damage=0x4, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=3.00x, Z Offset=0.00x, Y Offset=1.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830400,

Offensive Collision - Bone/ID=0xA0003, Damage=0x4, Trajectory=0x169, Base Knockback=0x64, Knockback Growth=0x0, Size=2.50x, Z Offset=0.00x, Y Offset=2.40x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830400,


Synchronous Timer - Frames=24.00x,
Bit Variable Clear - RA-Bit[30],
Terminate Collisions

Asynchronous Timer - Frames=49.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 10DD8 (Forward Air)
-----------|START|--------------------------
Asynchronous Timer - Frames=4.00x,
Bit Variable Set - RA-Bit[30],

Offensive Collision - Bone/ID=0x130000, Damage=0x9, Trajectory=0x1E, Base Knockback=0x6C, Knockback Growth=0x0, Size=5.30x, Z Offset=2.38x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030440,


Synchronous Timer - Frames=4.00x,
Terminate Collisions

Synchronous Timer - Frames=3.00x,
Bit Variable Clear - RA-Bit[30],

Asynchronous Timer - Frames=34.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 11220 (Back Air)
-----------|START|--------------------------
Asynchronous Timer - Frames=3.00x,
Bit Variable Set - RA-Bit[30],

Special Offensive Collision - 0x50000, 0xB, 0x169, 0x64, 0x0, 3.80x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830440, 0x0, 0x4FFFC4,

Special Offensive Collision - 0x70001, 0xB, 0x169, 0x64, 0x0, 3.00x, 0.00x, -1.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830440, 0x0, 0x4FFFC4,

Special Offensive Collision - 0xB0002, 0xB, 0x169, 0x64, 0x5, 2.00x, 0.00x, -0.50x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830440, 0x0, 0x4FFFC4,

Special Offensive Collision - 0xB0003, 0xC, 0x169, 0x62, 0xE, 4.20x, 0.00x, 3.80x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830480, 0x0, 0x4FFFC4,


Synchronous Timer - Frames=3.00x,
Special Offensive Collision - 0x50000, 0x6, 0x169, 0x64, 0x0, 4.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830400, 0x0, 0x4FFFC4,

Special Offensive Collision - 0x70001, 0x6, 0x169, 0x64, 0x0, 2.00x, 0.00x, -1.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830400, 0x0, 0x4FFFC4,

Special Offensive Collision - 0xB0002, 0x6, 0x169, 0x64, 0x4, 3.30x, 0.00x, -0.50x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830440, 0x0, 0x4FFFC4,

Special Offensive Collision - 0xB0003, 0x6, 0x169, 0x64, 0x8, 2.80x, 0.00x, 3.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x39830440, 0x0, 0x4FFFC4,


Asynchronous Timer - Frames=17.00x,
Terminate Collisions

Asynchronous Timer - Frames=30.00x,
Bit Variable Clear - RA-Bit[30],

Asynchronous Timer - Frames=37.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 11488 (Up Air)
-----------|START|--------------------------
Asynchronous Timer - Frames=3.00x,
Bit Variable Set - RA-Bit[30],

Offensive Collision - Bone/ID=0xB0000, Damage=0xB, Trajectory=0x46, Base Knockback=0x64, Knockback Growth=0xF, Size=4.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,

Offensive Collision - Bone/ID=0xC0001, Damage=0xB, Trajectory=0x46, Base Knockback=0x64, Knockback Growth=0xF, Size=5.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Synchronous Timer - Frames=3.00x,
Offensive Collision - Bone/ID=0xB0000, Damage=0x6, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0xA, Size=4.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0xC0001, Damage=0x6, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0xA, Size=5.00x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Asynchronous Timer - Frames=15.00x,
Terminate Collisions

Asynchronous Timer - Frames=29.00x,
Bit Variable Clear - RA-Bit[30],

Asynchronous Timer - Frames=39.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 115F8 (Down Air)
-----------|START|--------------------------
Bit Variable Set - RA-Bit[31],
Set Momentum - 0.00x, 2.00x, 0.00x, 0x1,
Disable Force - [Vertical/Horizontal]=0x2,

Asynchronous Timer - Frames=2.00x,
Bit Variable Set - RA-Bit[30],

Asynchronous Timer - Frames=14.00x,
Set Momentum - 0.80x, -4.00x, 0.00x, 0x1,

Offensive Collision - Bone/ID=0x0, Damage=0xA, Trajectory=0x46, Base Knockback=0x50, Knockback Growth=0x1E, Size=5.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,


Asynchronous Timer - Frames=33.00x,
Terminate Collisions

Asynchronous Timer - Frames=52.00x,
Bit Variable Clear - RA-Bit[30],

Asynchronous Timer - Frames=47.00x,
Bit Variable Clear - RA-Bit[0],
Reennable Force - [Vertical/Horizontal]=0x2,
----------------------------|END|-----------


Subaction 11740 (Grab)
-----------|START|--------------------------
Asynchronous Timer - Frames=5.00x,
Grab Collision - ID=0x0, Bone=0x0, Size=4.50x, Z Offset=0.00x, Y Offset=7.00x, X Offset=8.00x, Grabbed Action=0x3D, Air/Ground=0x3,

Grab Collision - ID=0x1, Bone=0x0, Size=3.50x, Z Offset=0.00x, Y Offset=7.00x, X Offset=4.00x, Grabbed Action=0x3D, Air/Ground=0x3,
Subroutine - gameAnimCmd_CaptureCutCommonOffset=@1184C,


Synchronous Timer - Frames=2.00x,
!Collision-0D! 060D0000
Bit Variable Set - RA-Bit[16],
----------------------------|END|-----------


Subaction 11868 (Dash Grab)
-----------|START|--------------------------
Asynchronous Timer - Frames=6.00x,
Grab Collision - ID=0x0, Bone=0x0, Size=4.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=9.00x, Grabbed Action=0x3D, Air/Ground=0x3,

Grab Collision - ID=0x1, Bone=0x0, Size=3.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=5.00x, Grabbed Action=0x3D, Air/Ground=0x3,

Grab Collision - ID=0x2, Bone=0x0, Size=3.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=1.00x, Grabbed Action=0x3D, Air/Ground=0x3,
Subroutine - Offset=@1198C,


Synchronous Timer - Frames=2.00x,
!Collision-0D! 060D0000
Bit Variable Set - RA-Bit[16],

Asynchronous Timer - Frames=39.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 119A0 (Pivot Grab)
-----------|START|--------------------------
Asynchronous Timer - Frames=7.00x,
Grab Collision - ID=0x0, Bone=0x0, Size=4.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=-16.00x, Grabbed Action=0x3D, Air/Ground=0x3,

Grab Collision - ID=0x1, Bone=0x0, Size=3.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=-10.00x, Grabbed Action=0x3D, Air/Ground=0x3,

Grab Collision - ID=0x2, Bone=0x0, Size=3.50x, Z Offset=0.00x, Y Offset=6.00x, X Offset=-5.00x, Grabbed Action=0x3D, Air/Ground=0x3,
Subroutine - Offset=@FFFFFFFF,


Synchronous Timer - Frames=2.00x,
!Collision-0D! 060D0000
Bit Variable Set - RA-Bit[16],
----------------------------|END|-----------


Subaction 11A78 (Pummel)
-----------|START|--------------------------
Asynchronous Timer - Frames=8.00x,
Special Offensive Collision - 0x130000, 0x3, 0x50, 0x1E0064, 0x0, 5.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x31430200, 0x0, 0x84FFFC3,

Synchronous Timer - Frames=1.00x,
Terminate Collisions
----------------------------|END|-----------


Subaction 11EE8 (Back Throw)
-----------|START|--------------------------
Throw Attack Collision - ID=0x0, Bone=0x0, Damage=0x2, Trajectory=0x78, Knockback Growth=0x32, Weight Knockback=0x0, Base Knockback=0x5A, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,

Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x169, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x28, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,


Asynchronous Timer - Frames=14.00x,
Special Offensive Collision - 0xB0000, 0x5, 0x82, 0x500000, 0x10000, 4.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,

Special Offensive Collision - 0xC0001, 0x5, 0x82, 0x500000, 0x10000, 5.50x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,


Asynchronous Timer - Frames=15.00x,
Throw Collision - 0x0, 0x3E, RA-Basic[2], RA-Basic[3], RA-Basic[4],
Terminate Collisions

Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 11C68 (Forward Throw)
-----------|START|--------------------------
Throw Attack Collision - ID=0x0, Bone=0x0, Damage=0x2, Trajectory=0x46, Knockback Growth=0x41, Weight Knockback=0x0, Base Knockback=0x50, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,

Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x3C, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x28, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,


Asynchronous Timer - Frames=19.00x,
Special Offensive Collision - 0x120000, 0x5, 0x169, 0x500000, 0x10000, 5.80x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x20830440, 0x0, 0x84FFFC3,

Asynchronous Timer - Frames=20.00x,
Throw Collision - 0x0, 0x3E, RA-Basic[2], RA-Basic[3], RA-Basic[4],
Terminate Collisions
----------------------------|END|-----------


Subaction 12178 (Up Throw)
-----------|START|--------------------------
Throw Attack Collision - ID=0x0, Bone=0x0, Damage=0x2, Trajectory=0x55, Knockback Growth=0x3C, Weight Knockback=0x0, Base Knockback=0x50, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,

Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x169, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x28, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,


Asynchronous Timer - Frames=18.00x,
Special Offensive Collision - 0xC0000, 0x3, 0x169, 0x5A0000, 0x10000, 6.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,

Special Offensive Collision - 0x80001, 0x3, 0x169, 0x5A0000, 0x10000, 6.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,


Asynchronous Timer - Frames=19.00x,
Throw Collision - 0x0, 0x3E, RA-Basic[2], RA-Basic[3], RA-Basic[4],
Terminate Collisions
----------------------------|END|-----------


Subaction 12400 (Down Throw)
-----------|START|--------------------------
Throw Attack Collision - ID=0x0, Bone=0x0, Damage=0x3, Trajectory=0x50, Knockback Growth=0x4B, Weight Knockback=0x0, Base Knockback=0x50, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,

Throw Attack Collision - ID=0x1, Bone=0x0, Damage=0x3, Trajectory=0x169, Knockback Growth=0x64, Weight Knockback=0x0, Base Knockback=0x28, Element=0x0, 0.00x, 1.00x, 1.00x, 0x0, 0x0, 0x3, True, True, 0x8,


Asynchronous Timer - Frames=25.00x,
Special Offensive Collision - 0xB0000, 0x3, 0x169, 0x640000, 0x10000, 5.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,

Special Offensive Collision - 0xC0001, 0x3, 0x169, 0x640000, 0x10000, 6.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x21830440, 0x0, 0x84FFFC3,


Synchronous Timer - Frames=5.00x,
Throw Collision - 0x0, 0x3E, RA-Basic[2], RA-Basic[3], RA-Basic[4],
Terminate Collisions

Asynchronous Timer - Frames=53.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 125E8 (Down Stand U and D)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=19.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=29.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 128B8 (Down Attack U)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=16.00x,
Offensive Collision - Bone/ID=0x300000, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=8.64x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030240,

Offensive Collision - Bone/ID=0x2D0001, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030240,

Offensive Collision - Bone/ID=0x50002, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030440,


Synchronous Timer - Frames=3.00x,
Terminate Collisions

Asynchronous Timer - Frames=24.00x,
Offensive Collision - Bone/ID=0x150000, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=7.68x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030440,

Offensive Collision - Bone/ID=0x120001, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=5.76x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030440,

Offensive Collision - Bone/ID=0x50002, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=7.68x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21030440,


Synchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x0,
Terminate Collisions
----------------------------|END|-----------


Subaction 12950 (Down Forward U and D)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=19.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 129A0 (Down Back U)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=22.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 12D40 (Down Attack D)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=15.00x,
Offensive Collision - Bone/ID=0x80000, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=7.68x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,

Offensive Collision - Bone/ID=0x70001, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,

Offensive Collision - Bone/ID=0x50002, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21830440,


Synchronous Timer - Frames=2.00x,
Terminate Collisions

Asynchronous Timer - Frames=20.00x,
Offensive Collision - Bone/ID=0x80000, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=7.68x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,

Offensive Collision - Bone/ID=0x70001, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,

Offensive Collision - Bone/ID=0x50002, Damage=0x6, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x10050, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x21830440,


Synchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x0,
Terminate Collisions
----------------------------|END|-----------


Subaction 12E28 (Down Back D)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=19.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 12E78 (Passive)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=20.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 12EB8 (Passive F)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=20.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=40.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 12F08 (Passive B)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=20.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=40.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 12F68 (Passive Ceil)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=17.00x,
Body Collision - Collision State=0x0,
Set Air/Ground - 0x24,
----------------------------|END|-----------


Subaction 13178 (Cliff Attack Quick)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=23.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=24.00x,
Offensive Collision - Bone/ID=0x80000, Damage=0x8, Trajectory=0x169, Base Knockback=0x5A0064, Knockback Growth=0x10000, Size=5.76x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,

Offensive Collision - Bone/ID=0x50001, Damage=0x8, Trajectory=0x169, Base Knockback=0x5A0064, Knockback Growth=0x10000, Size=4.00x, Z Offset=0.00x, Y Offset=-1.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29830440,


Synchronous Timer - Frames=10.00x,
Terminate Collisions

Asynchronous Timer - Frames=54.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 131F0 (Cliff Climb Quick)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=30.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=34.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13240 (Cliff Escape Quick)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=37.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=49.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 133F0 (Cliff Attack Slow)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=56.00x,
Offensive Collision - Bone/ID=0x120000, Damage=0x8, Trajectory=0x169, Base Knockback=0x5A0064, Knockback Growth=0x10000, Size=4.00x, Z Offset=4.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29430440,

Offensive Collision - Bone/ID=0x120001, Damage=0x8, Trajectory=0x169, Base Knockback=0x5A0064, Knockback Growth=0x10000, Size=3.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29430440,

Offensive Collision - Bone/ID=0x50002, Damage=0x6, Trajectory=0x169, Base Knockback=0x5A0064, Knockback Growth=0x10000, Size=4.80x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x29430440,


Synchronous Timer - Frames=3.00x,
Terminate Collisions
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=69.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13468 (Cliff Climb Slow)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=55.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=59.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13468 (Cliff Escape Slow)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=55.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=59.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13520 (Slip)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=6.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 13590 (Slip Turn)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=7.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 135C8 (Slip Dash)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=8.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 13608 (Slip Stand)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=17.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 139A0 (Slip Attack)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=8.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=18.00x,
Offensive Collision - Bone/ID=0x0, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=14.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x1, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=10.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x2, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=6.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x3, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Synchronous Timer - Frames=2.00x,
Terminate Collisions

Asynchronous Timer - Frames=24.00x,
Offensive Collision - Bone/ID=0x0, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=-14.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x1, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=-10.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x2, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=-6.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,

Offensive Collision - Bone/ID=0x3, Damage=0x5, Trajectory=0x169, Base Knockback=0x32, Knockback Growth=0x1003C, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=-1.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830440,


Synchronous Timer - Frames=2.00x,
Terminate Collisions
----------------------------|END|-----------


Subaction 13A48 (Slip Escape Forward)
-----------|START|--------------------------
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=10.00x,
Body Collision - Collision State=0x0,
----------------------------|END|-----------


Subaction 13C98 (Light Throw F)
-----------|START|--------------------------
Asynchronous Timer - Frames=7.00x,
Throw Item(2) - 11.00x, 7.00x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],
----------------------------|END|-----------


Subaction 13CF0 (Light Throw B)
-----------|START|--------------------------
Asynchronous Timer - Frames=6.00x,
Reverse Direction

Asynchronous Timer - Frames=10.00x,
Throw Item(2) - 11.00x, 8.00x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=24.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13D60 (Light Throw Hi)
-----------|START|--------------------------
Asynchronous Timer - Frames=10.00x,
Throw Item(2) - 2.00x, 24.00x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=23.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13DC0 (Light Throw Lw)
-----------|START|--------------------------
Asynchronous Timer - Frames=7.00x,
Throw Item(2) - 0.00x, 0.10x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=19.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13E80 (Light Throw Dash)
-----------|START|--------------------------
Asynchronous Timer - Frames=5.00x,
Throw Item(2) - 12.00x, 8.00x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=37.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13ED8 (Light Throw Air F)
-----------|START|--------------------------
Asynchronous Timer - Frames=7.00x,
Throw Item(2) - 9.00x, 8.00x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],
----------------------------|END|-----------


Subaction 13F30 (Light Throw Air B)
-----------|START|--------------------------
Asynchronous Timer - Frames=6.00x,
Reverse Direction

Asynchronous Timer - Frames=10.00x,
Throw Item(2) - 13.00x, 9.50x, IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=24.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13F90 (Light Throw Air Hi)
-----------|START|--------------------------
Asynchronous Timer - Frames=11.00x,
Throw Item - IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=23.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 13FE0 (Light Throw Air Lw)
-----------|START|--------------------------
Asynchronous Timer - Frames=6.00x,
Throw Item - IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],

Asynchronous Timer - Frames=19.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 14348 (Smash Throw F)
-----------|START|--------------------------
Asynchronous Timer - Frames=39.00x,
Throw Item - IC-Basic[1030], IC-Basic[1029], IC-Basic[1031],
----------------------------|END|-----------


Subroutine 16098 (Special)
-----------|START|--------------------------
Special Offensive Collision - 0x20000, 0x3, 0x0, 0x22, 0x18, 2.40x, 0.00x, 0.00x, 0.00x, 0.00x, 0.50x, 1.00x, 0x2410602, 0x10, 0x40CFFFC0,

Special Offensive Collision - 0x20001, 0x3, 0x46, 0x22, 0x18, 2.40x, 0.00x, 0.00x, 0.00x, 0.00x, 0.50x, 1.00x, 0x2420602, 0x10, 0x40CFFFC0,

Asynchronous Timer - Frames=15.00x,
Change Hitbox Damage - Hitbox ID=0x0, Damage=0x2,
Change Hitbox Damage - Hitbox ID=0x1, Damage=0x2,
----------------------------|END|-----------


Subaction 16300 (Special Side)
-----------|START|--------------------------
Asynchronous Timer - Frames=1.00x,
Bit Variable Set - RA-Bit[19],

Asynchronous Timer - Frames=20.00x,
Special Offensive Collision - 0x0, 0x3, 0x169, 0x14, 0x3, 2.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.20x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x1, 0x3, 0x169, 0x14, 0x5, 2.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.20x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x2, 0x3, 0x169, 0x14, 0xA, 2.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.20x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x3, 0x5, 0x169, 0x32, 0x23, 2.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x25C10E43, 0x1C, 0x4FFFC3,
----------------------------|END|-----------


Subaction 16360 (Special Side End)
-----------|START|--------------------------
Asynchronous Timer - Frames=24.00x,
Remove Article - 0x2,

Asynchronous Timer - Frames=33.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 16598 (Special Air Side Start)
-----------|START|--------------------------
Bit Variable Set - RA-Bit[19],

Asynchronous Timer - Frames=8.00x,
Bit Variable Set - RA-Bit[16],

Asynchronous Timer - Frames=10.00x,
Bit Variable Clear - RA-Bit[16],

Asynchronous Timer - Frames=21.00x,
Special Offensive Collision - 0x0, 0x5, 0x169, 0x1E, 0x1E, 1.92x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x1, 0x5, 0x3C, 0x1E, 0x1E, 1.92x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x2, 0x5, 0x46, 0x1E, 0x1E, 1.92x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x25C30602, 0x1C, 0x4FFFC3,

Special Offensive Collision - 0x3, 0x5, 0x50, 0x1E, 0x28, 1.92x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x25C10E43, 0x1C, 0x4FFFC3,
----------------------------|END|-----------


Subaction 16620 (Special Air Side End)
-----------|START|--------------------------
Asynchronous Timer - Frames=24.00x,
Remove Article - 0x2,

Asynchronous Timer - Frames=33.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction 16690 (Special Hi Start)
-----------|START|--------------------------
Asynchronous Timer - Frames=18.00x,
Body Collision - Collision State=0x2,
----------------------------|END|-----------


Subaction 167A0 (Special Hi)
-----------|START|--------------------------
Special Offensive Collision - 0x0, 0x0, 0x3C, 0x3E0064, 0x0, 9.00x, 0.00x, 10.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0x20030000, 0x0, 0xE04F0040,

Special Offensive Collision - 0x1, 0x0, 0x3C, 0x1E0064, 0x0, 19.00x, 0.00x, 10.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0x20030000, 0x0, 0xE04F0040,


Asynchronous Timer - Frames=2.00x,
Terminate Collisions
----------------------------|END|-----------


Subaction 167E0 (Special Air Hi Start)
-----------|START|--------------------------
Asynchronous Timer - Frames=18.00x,
Body Collision - Collision State=0x2,
Enable/Disable Ledgegrab - 0x2,
----------------------------|END|-----------


Subaction 16910 (Special Air Hi)
-----------|START|--------------------------
Enable/Disable Ledgegrab - 0x2,
Special Offensive Collision - 0x0, 0x0, 0x3C, 0x3E0064, 0x0, 9.00x, 0.00x, 10.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0x20030000, 0x0, 0xE04F0040,

Special Offensive Collision - 0x1, 0x0, 0x3C, 0x1E0064, 0x0, 19.00x, 0.00x, 10.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0x20030000, 0x0, 0xE04F0040,


Asynchronous Timer - Frames=2.00x,
Terminate Collisions

Asynchronous Timer - Frames=10.00x,
Bit Variable Set - RA-Bit[17],
----------------------------|END|-----------


Subaction 16AA8 (Special Lw)
-----------|START|--------------------------
Asynchronous Timer - Frames=40.00x,
Body Collision - Collision State=0x2,
----------------------------|END|-----------


Subaction ED38 (Escape Neutral)
-----------|START|--------------------------
Asynchronous Timer - Frames=1.00x,
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=20.00x,
Body Collision - Collision State=0x0,

Asynchronous Timer - Frames=25.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction ED98 (Escape F and B)
-----------|START|--------------------------
Asynchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=19.00x,
Body Collision - Collision State=0x0,
Reverse Direction

Asynchronous Timer - Frames=31.00x,
Allow Interrupt
----------------------------|END|-----------


Subaction EE60 (Escape Air)
-----------|START|--------------------------
Asynchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x2,

Asynchronous Timer - Frames=29.00x,
Body Collision - Collision State=0x0,
Set Air/Ground - 0x0,
----------------------------|END|-----------

 

Dnyce

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Move Knock-back Data​

*Requested by Ankoku*



*Note: This is my first time doing KB data, please notify me if something is wrong*
*All data listed was ported directly from FitSheik.pac*
Key:
WBKB - Weight Based Knock Back
KBG - Knock Back Growth
ShDmg - Shield Damage
BKB - Base Knock Back


Attacks

Jab 1
WKBK: 10
KBG: 100
BKB: 0

Jab 1
WKBK: 0
KBG: 40
BKB: 20

Rapid Jab
WKBK: 0
KBG: 20
BKB: 8
Final-hit
WKBK: 29
KBG: 100
BKB: 0

Dash Attack
WKBK: 0
KBG: 100
ShDmg: 1
BKB: 50
Weak-hit
WKBK: 0
KBG: 100
ShDmg: 1
BKB: 20

Forward Tilt
WKBK: 0
KBG: 100
BKB: 20

Up Tilt
WKBK: 40
KBG: 80
BKB: 0
Second-hit
WKBK: 0
KBG: 122
BKB: 20

Down Tilt
WKBK: 0
KBG: 80
BKB: 35



Smashes

Forward Smash
Left Leg
WKBK: 69
KBG: 100
BKB: 0
Right Knee (high)
WKBK: 50
KBG: 100
BKB: 0
Right Knee (low)
WKBK: 45
KBG: 100
BKB: 0
Second-hit
WKBK: 0
KBG: 100
BKB: 50

Up Smash
WKBK: 0
KBG: 52
ShDmg: 4
BKB: 50
Second-hit
WKBK: 0
KBG: 100
BKB: 38

Down Smash
WKBK: 0
KBG: 80
BKB: 35



Aerials
Neutral Air
WKBK: 0
KBG: 100
BKB: 0

Forward Air
WKBK: 0
KBG: 108
BKB: 0

Back Air
Hip and Left Knee
WKBK: 0
KBG: 100
BKB: 0
??? (Right Knee?)
WKBK: 0
KBG: 100
BKB: 5
?!? (Different part of Right Knee?)
WKBK: 0
KBG: 98
BKB: 14
Weak-hit
Hip and Left Leg
WKBK: 0
KBG: 100
BKB: 0
??? (Same)
WKBK: 0
KBG: 100
BKB: 4
?!? (Same)
WKBK: 0
KBG: 100
BKB: 8

Up Air
WKBK: 0
KBG: 100
BKB: 15
Weak-hit
WKBK: 0
KBG: 100
BKB: 10

Down Air
WKBK: 0
KBG: 80
BKB: 30



Specials
Grounded Side Special
*Most likely bones are in order of chain length*
Chain; article bone 0
WKBK: 0
KBG: 42
BKB: 3
Chain; article bone 1
WKBK: 0
KBG: 42
BKB: 5
Chain; article bone 2
WKBK: 0
KBG: 42
BKB: 10
Chan; article bone 3
WKBK: 0
KBG: 50
BKB: 35

Aerial Side Special
Chain; article bones 0, 1 and 2
WKBK: 0
KBG: 30
BKB: 30
Chain; article bone 3
WKBK: 0
KBG: 30
BKB: 40



Miscellaneous
Get-up Attack
WKBK: 0
KBG: 50
ShDmg: 1
BKB: 80

Ledge Attack
WKBK: 90
KBG: 100
BKB: 0

Trip Attack
WKBK: 0
KBG: 50
ShDmg: 1
BKB: 60


 

Dnyce

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FAQs, specific and/or match-up related frame things



What is intangibility? How does that differ from invincibility?

Intangibility is a Body Collision state that is often mistaken for invincibility. The key difference between the two is a character can still make contact with collisions while invincible, but cannot while intangible. For example: If Diddy Kong throws a banana, and it goes straight through your character, then they are intangible; meanwhile if it bounces off, they are invincible. In terms of identifying Body Collisions, collision state 0x0 is normal, 0x1 is invincibility and 0x2 is intangibility. Looking at a move like Subaction 12E78 (in post #2) you can see how collision states are defined and changed in game.

 

Dnyce

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Thanks. This is all I was able to get done today, hopefully I'll have time to get more later this week. In terms of editing, I think I finally got it organized and free of typos and errors, lol. If you want something done or worked on, lemme know... otherwise I'll just be getting to stuff as I think about it.
 

phi1ny3

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This is very much needed, I never knew that we had a new sheik SL person, this is great, considering Saviors Legacy left for military iirc and sunrose idk where he went :p
 

Dnyce

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Oh, this was just done on my free time. rPSI didn't assign me to do it or anything, lol. I'm in the Lab for Olimar, but for some reason I'm compelled to play Sheik *shrug*
 

phi1ny3

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Man, I had a hunch usmash had some intangibility all this time!

it's cool to see some of this data though, the ftilt hitlag multiplier explains why its so hard to get out of :p
 

Dnyce

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Man, I had a hunch usmash had some intangibility all this time!

it's cool to see some of this data though, the ftilt hitlag multiplier explains why its so hard to get out of :p
Not just the hit-lag multiplier, but a Directional influence multiplier as well. It's awesome =D

Does the data also contain base knockback and KBG?
Yes, would you like me to post it here as well or create a separate thread (for organization)?
 

Dnyce

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o

This is dope, and really well organized, idk what half the stuff means... but now I know how fast/slow things are to start up O:

looking forward to the specials
I'm having issues deciphering all the code in the specials, but they are listed in the second post. There wasn't any open data on neutral special in OSA2, so I'll probably have to open up FitSheik.pac in a hex editor and hunt it down (but I did that for like 80% of Olimar's moves, so it shouldn't be too hard). Should be an update tomorrow since I have a free day.
 

Dnyce

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Updates:
[-]Side special added (post 1 and 3)
[-]Knock-back data added (post 3)
[-]Beam sword data added to misc (post 1) (practice that peach MU :troll: )


Took me awhile to figure out the random bit-variables on side special were for tethering <.< lol. On to deciphering the other two specials... :awesome:


EDIT:
Apparently grabs and item tosses can be jacketed... grabs do 5% on the chain and 10% at the tip. Idk if it was just bad cpu DI, but it looked like jacketing a banana toss would lock diddy till about 70%. Most useful info ever, I know, hahaha.

EDIT2: I jacketed a final smash as a joke.... turned out to be hilarious
 

Zankoku

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Thread stickied. If you can find data on frame (dis)advantage on shield (of fresh attacks; no need to bother with decayed), that'd be helpful for me to look into fear-inducing options.
 

phi1ny3

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*looks at fair data*

I could've sworn there was IASA frames during part of the attack itself as well, like if you time it so you land earlier to where the chop comes all the way down to her feet, it has no lag, but if you wait a bit longer and let it reach all the way down, it has those 10 frames of landing lag.
 

Dnyce

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Thread stickied. If you can find data on frame (dis)advantage on shield (of fresh attacks; no need to bother with decayed), that'd be helpful for me to look into fear-inducing options.
Okay, I'll get on it :)
*looks at fair data*

I could've sworn there was IASA frames during part of the attack itself as well, like if you time it so you land earlier to where the chop comes all the way down to her feet, it has no lag, but if you wait a bit longer and let it reach all the way down, it has those 10 frames of landing lag.
No, but now that you mention it, I should probably add the auto-cancel frames, lol.
 

Dnyce

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Finishing up finals next week. This thread should get back up and chuggin away again :)
 

KuroganeHammer

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Awesome stuff.

I had no idea Transform could be jacketed.

I suck at jacketing, but what possible reason could there be for a hitbox on Transform?

What kind of damage and knockback does it give?

Probably not the thread for it, but I was just curious.
 

Judo777

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I have seen that silly hitbox ur talking about on transform but I got it after a vanish and not after a transform.

Also at some point when you have time I would like to bring something to ur attention fino that you could look into. i did some testing but its hard to test without frame hacks.
 

Dnyce

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I have seen that silly hitbox ur talking about on transform but I got it after a vanish and not after a transform.

Also at some point when you have time I would like to bring something to ur attention fino that you could look into. i did some testing but its hard to test without frame hacks.
Send me a PM any time and I'll get to you if I am able. What's missing from this thread I'm either incapable of getting or is too time consuming for me to want to start, but I feel it's good for what people need in general. If there's anything that needs to be done, like I said, just ask and I'll see what I can do.


I just tested something from an idea tutu gave me. Landing by needle charge makes your first actionable frame 0 instead of 3, meaning if you wanted to roll upon landing, starting needle charge could shave off 2-4 frames (light/hard land lag) of your game.

Do any of Sheik's specials have RCO lag? I'm wondering if there's any applicability of using needle charge to prolong or eliminate it (if there is any).


EDIT:

DO NOT TRY TO THROW A NEEDLE IN THE AIR BEFORE LANDING.... 30+ frames of landing lag.... it's freaking absurd, lmao - not that you would ever do it :p
 

phi1ny3

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lol yeah, you don't ever want to throw aerial needles unless you're intentionally making space to have none of the lag.

I initially thought you could do needle charge, but that also has a bit of lag too (at least canceling the charge, not as bad as landing with needle throw lag :p)
 

Judo777

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I already experimented with that. It is actually possible to cancel your needle charge in mid air right before landing and powershield a snake mine as it blows up. Its really hard to do tho and not really worth practicing because it requires preparation and strict timing to perform.

You can also powershield a snake mine with a perfect vanish cancel.

And no sheik doesn't have RCO lag.
 

Dnyce

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I'm going to start adding shield stun and shield advantage numbers for Ankoku...

It's kinda dry, so I've only got jab/tilts done so far... but I figured I would post them so ya know I'm workin ;o

Jab
Shield Stun: 1
Shield Advantage: -15

Jab 2
Shield Stun: 1
Shield Advantage: -14

Rapid Jab
Shield Stun: 0
Shield Advantage: -1 between hits, -7 after

Dash Attack
Shield Stun: 2 (this is first hit, I figured there's no point to calculating shield advantage here, lol)
Shield Stun: 1
Shield Advantage: -32


Forward Tilt
Shield Stun: 1
Shield Advantage: -12

Up Tilt
Shield Stun: 2 (again first hit)
Shield Stun: 2
Shield Advantage: -14

Down Tilt
Shield Stun: 2
Shield Advantage: -22


Also, I'm going to reformat the OP so it's less ambiguous.
 

Zankoku

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The shield advantage numbers don't seem quite right.... I'm getting -17 (-5 if going into Straight) from Jab, -14 (-4 if going into Rapid Attack) from Straight, -4 between hits and -11 after Rapid Attack.
 

Dnyce

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The shield advantage numbers don't seem quite right.... I'm getting -17 (-5 if going into Straight) from Jab, -14 (-4 if going into Rapid Attack) from Straight, -4 between hits and -11 after Rapid Attack.
What formula are you using? I think I fudged a couple of those numbers as well, but only by one (I think I forgot to add shield stun on some, @.@)

Don't forget the hitlag multipliers on rapid jab!!!

Like I said before, I want to reformat the data so it's less ambiguous. There should be an update come monday that would look similiar to this

Jab
Start-up: 1
Active: 2
Recovery: 3-30
IASA into Jab 2: 6-30
IASA: 18
Shield Stun: 1
Shield Advantage: -15
Notes: If Jab is canceled into Jab 2 before frame 18, add 1 frame to everything on Jab 2.
 

Zankoku

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I don't exactly have the numbers for hitlag available to me. All I did was
shieldstun - duration (or first actionable frame) + first active frame
 
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