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Social Smash Wii U/3DS Social 7.0

War Anvil

Smash Lord
Joined
Aug 20, 2011
Messages
1,192
Location
You're all nerds
NNID
BattlingIronItem
3DS FC
2208-4585-5395
Switch FC
SW-5940-1276-1225
Ever since picking up a cold while going to Smash 4 at Otronicon last Sunday, I've just developed pharyngitis. Not a good time when I'm supposed to get good at physics, body!

On a more positive note, who's hyped to watch Genesis 4? I know I'd wanna watch it!
 

JayE

Smash Journeyman
Joined
Sep 12, 2016
Messages
374
Location
Hyrule and Altea, the universes of Zelda and FE
NNID
PinoyPlayerJ
3DS FC
2982-0290-3968
Ever since picking up a cold while going to Smash 4 at Otronicon last Sunday, I've just developed pharyngitis. Not a good time when I'm supposed to get good at physics, body!

On a more positive note, who's hyped to watch Genesis 4? I know I'd wanna watch it!
I'm hyped. Gonna be an amazing tournament like always
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I've been trying out another new Smash Wii U hack, but for Lucario now.

I decided to modify Lucario's aura mechanics by making its aura multiplier never go below 0.7x. I also raised the maximum multiplier to 2x, but that can only be acquired under certain conditions. The damage cap also gets raised to 200%, which raises Lucario's damage multiplier to 1.9x.

The aura mechanic changes come with buffs and nerfs, where Lucario's attacks won't deal their normal damage until its current damage hits 75%; that's 5 damage points later than with the default mechanics. As such, it would end up being slightly weaker than with the normal mechanics at 47% through 96% damage.

Mega Lucario is also affected in that its attacks would always deal 2x damage, no matter what. This would basically reference the Adaptability ability, which raises the STAB multiplier to 2x for Mega Lucario's Fighting-type and Steel-type attacks.

I'm still testing all of this stuff out though.
 

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,275
3DS FC
5472-7454-3545
Honestly, I think too many people will want the Inklings in Smash 5 for Nintendo to refuse.
It'll become the new Ridley of uproars if Inklings fail to make 5mash lol


Final semester is off to a good start so far. Other than the countless amount of protests going among near campus, it's good. I may have to do a slight modification to my schedule for classes due to one class I may be able to get into. If I do, I'll have to drop one of my plans.
 

MarioMeteor

Smash Hero
Joined
Nov 27, 2014
Messages
8,340
Location
New Orleans
NNID
BGenius23
3DS FC
0662-2900-1492
I've been trying out another new Smash Wii U hack, but for Lucario now.

I decided to modify Lucario's aura mechanics by making its aura multiplier never go below 0.7x. I also raised the maximum multiplier to 2x, but that can only be acquired under certain conditions. The damage cap also gets raised to 200%, which raises Lucario's damage multiplier to 1.9x.

The aura mechanic changes come with buffs and nerfs, where Lucario's attacks won't deal their normal damage until its current damage hits 75%; that's 5 damage points later than with the default mechanics. As such, it would end up being slightly weaker than with the normal mechanics at 47% through 96% damage.

Mega Lucario is also affected in that its attacks would always deal 2x damage, no matter what. This would basically reference the Adaptability ability, which raises the STAB multiplier to 2x for Mega Lucario's Fighting-type and Steel-type attacks.

I'm still testing all of this stuff out though.
Mega Lucario is such a damn disappointment in Smash 4. He can potentially OHKO you with a charged forward smash, but he lasts for such a short amount of time, that only gets shorter the more damage you take.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Mega Lucario is such a damn disappointment in Smash 4. He can potentially OHKO you with a charged forward smash, but he lasts for such a short amount of time, that only gets shorter the more damage you take.
That's why I tried to make Mega Lucario feel more rewarding to use, especially considering that it's not any faster than Lucario. Attacks deal 2x damage, and you get a 20 second timer as well. In fact, the doubled multipler enables Mega Lucario to 1-hit KO almost any fighter at the stage center with a fully charged f-smash (16 * 1.4 * 2 = 44.8); only Bowser has a chance of surviving that kind of blow, since Donkey Kong gets 1-hit KO'd, even with a weight value of 124.

Of course, Mega Lucario's ground attacks would still fall short of rivaling Giga Mac's powerful ground game, and my own buffs to Giga Bowser enable him to 1-hit KO even Bowser with a fully charged f-smash.

The changes that I made to Giga Bowser and Mega Lucario pretty much make Wario-Man the weakest Final Smash transformation, but he has his own strengths in that he has the best off-stage performance of all fighters, and he's also imperious to damage against opposing fighters; Wario-Man can only take damage by going off-screen or eating explosives. So while Wario-Man can't KO as quickly as all the other Final Smash transformations, his off-stage game greatly makes up for it.

And if you're curious about my changes to Lucario's aura mechanics, here's a table that compares the changes to the original mechanics, and Brawl's mechanics.

AuraTable.png
 
Last edited:

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,275
3DS FC
5472-7454-3545
Mega Lucario is such a damn disappointment in Smash 4. He can potentially OHKO you with a charged forward smash, but he lasts for such a short amount of time, that only gets shorter the more damage you take.
I prefer his old Final Smash instead. It's like Goku yelling HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA after the final saying of the kamehameha :)
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Personally, I like that Mega Lucario got implemented in some way. It basically gives you a way to reach the strongest damage multiplier possible without having to meet certain conditions that are quite risky.

However, the developers who set up Mega Lucario's mechanics didn't do a good job of referencing its ability in the Pokemon series; Adaptability.
 

FalKoopa

Rainbow Waifu
BRoomer
Joined
Dec 16, 2012
Messages
32,231
Location
India/भारत
3DS FC
1650-3685-3998
Switch FC
SW-5545-7990-4793
So, in PokéSun playthrough, I just reached Ula'ula Island.

Current team is Tirtouga, Beltigre Incineroar, Tsareena, Ribombee, Shellgon and Toucannon.

And Hau is by far my favourite rival. I really like his cheerful energetic nature, not to mention he's got an awesome battle theme that suits his personality very well.
And he's good at reacting. :laugh:
 

Wario Bros.

Smash Obsessed
Joined
May 19, 2006
Messages
23,466
Location
In a van down by the river
NNID
WarioBrose
3DS FC
0903-2806-9000
Switch FC
SW-8539-3655-2004
Just tried virtual reality for the first time today. It was at an automotive show showing the built-in safety features of Toyota cars.

Really neat I must say. Don't see myself running to gaming VR anytime soon though.

Even though it's been about an hour since I tried that 3 minute sample, I still feel a little woozy. :urg:
 

MarioMeteor

Smash Hero
Joined
Nov 27, 2014
Messages
8,340
Location
New Orleans
NNID
BGenius23
3DS FC
0662-2900-1492
I prefer his old Final Smash instead. It's like Goku yelling HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA after the final saying of the kamehameha :)
That one was definitely the most fun, although I can see why they replaced it, considering that it came right the hell out of nowhere.
 

FalKoopa

Rainbow Waifu
BRoomer
Joined
Dec 16, 2012
Messages
32,231
Location
India/भारत
3DS FC
1650-3685-3998
Switch FC
SW-5545-7990-4793
Just tried virtual reality for the first time today. It was at an automotive show showing the built-in safety features of Toyota cars.

Really neat I must say. Don't see myself running to gaming VR anytime soon though.

Even though it's been about an hour since I tried that 3 minute sample, I still feel a little woozy. :urg:
I personally get the feeling that VR will become somewhat like motion controls. Neat and innovative, but impractical compared to traditional controls in the long run.

Not to mention it's still prohibitively expensive for many people right now. It has uphill battle to do if it wants to become mainstream.
 

PsychoJosh

Banned via Administration
Joined
Dec 3, 2007
Messages
1,811
Location
Alberta
I personally get the feeling that VR will become somewhat like motion controls. Neat and innovative, but impractical compared to traditional controls in the long run.

Not to mention it's still prohibitively expensive for many people right now. It has uphill battle to do if it wants to become mainstream.
Everyone who has tried VR thinks it is the first true advancement for video games in decades, like analog controls were when Mario 64 came out. It is prohibitively expensive right now but so was the iPhone when it came out and now everyone has a phone like it. If it is a true advancement and not just a novelty like Wii motion controls, I expect this to change.

The thing you have to realize is that video games are not the only application for VR. They also enable people to travel without leaving their room or do telepresence conferencing with people in different parts of the world. It isn't just for games.
 

PLATINUM7

Star Platinum
Joined
Nov 15, 2013
Messages
12,065
NNID
PLATINUM7
3DS FC
1246-8735-0293
Switch FC
2465-5306-3806
Playing DQVIII reminded me to get back to VII.

I got up to the final boss. 1st phase was easy, 2nd phase utterly destroyed me. I think I'll need to grind, or master some vocations or both.
 

#HBC | Red Ryu

Red Fox Warrior
Joined
Jun 15, 2008
Messages
27,486
Location
Milwaukee, Wisconsin
NNID
RedRyu_Smash
3DS FC
0344-9312-3352

praline

the white witch
Joined
Feb 16, 2014
Messages
50,853
Location
the underworld
Switch FC
6178 82674988
Playing DQVIII reminded me to get back to VII.

I got up to the final boss. 1st phase was easy, 2nd phase utterly destroyed me. I think I'll need to grind, or master some vocations or both.
Yeah when I beat 8 I'm gonna go back to 7 aswell.

8 shoulda made Kalderasha a playable character, and Ishmahri. That woulda been cool.
 

Jason the Yoshi

Watching Me, Wanting Me
Joined
Feb 26, 2014
Messages
18,791
Location
Waiting for Jesus
Just tried virtual reality for the first time today. It was at an automotive show showing the built-in safety features of Toyota cars.

Really neat I must say. Don't see myself running to gaming VR anytime soon though.

Even though it's been about an hour since I tried that 3 minute sample, I still feel a little woozy. :urg:
I don't blame you. I tried on one of those VR goggles at Best Buy last Thursday, and I wasn't too attached.
 

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,281
Location
Texas
NNID
Sorastar9
3DS FC
4725-8061-1333

Amberloo

Smash Journeyman
Joined
Apr 7, 2015
Messages
209
NNID
Sashaloo
3DS FC
1203-9998-9799
Yeah, the video got taken down by request from some company, not sure if it was Capcom or not. But hooooo boy it is maybe the worst looking modern cartoon I've seen. Like, I hate the excuse that people use, like, "Well, it's children that are the main audience!" What, you think children are too stupid to notice a lack of quality especially next to stuff like Adventure Time and Steven Universe? Plus, using the branding of a character who was really popular in the 80s and 90s? That's asking to have adults my age and older at least somewhat interested, and it's not like cartoons are universally only watched by children, considering my last two examples are popular with older folks. Hell, I go back and watch stuff I watched as a kid to get the humor that went over my head when I was 6, like the Russian Roulette joke in Rugrats.
 

PsychoJosh

Banned via Administration
Joined
Dec 3, 2007
Messages
1,811
Location
Alberta
Here's a mirror. It was a tiny 4 second clip, and the studio behind it said that it wasn't supposed to be seen by people outside the animation staff. They said it's just placeholder art.

 
Last edited:

Jason the Yoshi

Watching Me, Wanting Me
Joined
Feb 26, 2014
Messages
18,791
Location
Waiting for Jesus
I never really paid attention to MegaMan cartoons. I'm not saying they were all bad, I just was never interested, but I'll tell ya, that recent one looks REALLY AWKWARD.

Also, I REALLY hope the Atlanta Falcons win the Super Bowl in two weeks.
 

War Anvil

Smash Lord
Joined
Aug 20, 2011
Messages
1,192
Location
You're all nerds
NNID
BattlingIronItem
3DS FC
2208-4585-5395
Switch FC
SW-5940-1276-1225
Man, not much has been going on in my life since I started recovering from my cold.

So, who's hyped for tonight's Smash @ Xanadu?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I decided to adjust Giga Bowser further after studying Brawl Bowser, and how his attacks are affected by the Super Mushroom.
Code:
6: [SpecialHi]
	Script:{
		WHOLE_HIT(Unknown=0x2)
		Asynchronous_Timer(Frames=6)
		Set_bit(Unknown=0x21000011)
		WHOLE_HIT(Unknown=0x0)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=18, Angle=0x5A, KBG=0x50, FKB=0x0, BKB=0x48, Size=14, Z=0, Y=14, X=-8, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=18, Angle=0x5A, KBG=0x50, FKB=0x0, BKB=0x48, Size=14, Z=0, Y=14, X=12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Synchronous_Timer(Frames=1)
		Set_bit(Unknown=0x21000010)
		unk_B89F681C(unknown=0x0, unknown=0x1)
		Synchronous_Timer(Frames=1)
		Set_bit(Unknown=0x2100000F)
		unk_B89F681C(unknown=0x0, unknown=0x1)
		Remove_All_Hitboxes()
		Set_Loop(Iterations=4)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x5A, KBG=0x80, FKB=0x0, BKB=0x50, Size=14, Z=0, Y=14, X=-8, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=7, Angle=0x5A, KBG=0x80, FKB=0x0, BKB=0x50, Size=14, Z=0, Y=14, X=12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Synchronous_Timer(Frames=4)
		Goto(Unknown=-52)
		Set_Loop(Iterations=4)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x46, KBG=0x40, FKB=0x0, BKB=0x50, Size=14, Z=0, Y=14, X=-8, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Unknown=0x1, Unknown=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0x46, KBG=0x40, FKB=0x0, BKB=0x50, Size=14, Z=0, Y=14, X=12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Unknown=0x1, Unknown=0xD)
		Synchronous_Timer(Frames=4)
		Goto(Unknown=-52)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=51)
		Clear_bit(Unknown=0x21000011)
		Clear_bit(Unknown=0x21000010)
		unk_B89F681C(unknown=0x1, unknown=0x1)
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=82)
		Clear_bit(Unknown=0x2100000F)
		unk_B89F681C(unknown=0x1, unknown=0x1)
		Script_End()
	}

9: [AttackS4]
	Script:{
		Asynchronous_Timer(Frames=4)
		Set_bit(Unknown=0x2100001B)
		Asynchronous_Timer(Frames=29)
		Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=36, Angle=0x2D, KBG=0x70, FKB=0x0, BKB=0x20, Size=17, Z=13, Y=3, X=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0xD, Damage=30, Angle=0x2D, KBG=0x70, FKB=0x0, BKB=0x20, Size=20, Z=6.08, Y=-3.47, X=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=30, Angle=0x2D, KBG=0x70, FKB=0x0, BKB=0x20, Size=15, Z=0, Y=15, X=10, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=13)
		Remove_All_Hitboxes()
		Script_End()
	}

B: [AttackHi3]
	Script:{
		Asynchronous_Timer(Frames=7)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=18, Angle=0x50, KBG=0x5C, FKB=0x0, BKB=0x20, Size=15, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=17, Angle=0x50, KBG=0x5C, FKB=0x0, BKB=0x20, Size=12, Z=7.96, Y=-0.75, X=-0.17, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=16, Angle=0x50, KBG=0x5C, FKB=0x0, BKB=0x20, Size=12, Z=0, Y=0, X=0, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x3, Damage=15, Angle=0x50, KBG=0x5C, FKB=0x0, BKB=0x20, Size=17, Z=10.76, Y=-5.31, X=4, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x4, Part=0x0, Bone=0x0, Damage=14, Angle=0x50, KBG=0x5C, FKB=0x0, BKB=0x20, Size=15, Z=0, Y=10, X=0, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=6)
		Remove_All_Hitboxes()
		Script_End()
	}

C: [CatchAttack]
	Script:{
		Asynchronous_Timer(Frames=9)
		Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=7, Angle=0x50, KBG=0x64, FKB=0x1E, BKB=0x0, Size=16.8, Z=5.6, Y=0, X=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=3)
		Remove_All_Hitboxes()
		Script_End()
	}

E: [SpecialLwLanding]
	Script:{
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=20, Angle=0x4C, KBG=0x50, FKB=0x0, BKB=0x40, Size=22, Z=0, Y=6, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x5, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Script_End()
	}

11: [SpecialAirHi]
	Script:{
		Asynchronous_Timer(Frames=6)
		Set_bit(Unknown=0x21000011)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x5A, KBG=0x40, FKB=0x0, BKB=0x50, Size=22, Z=0, Y=22, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Asynchronous_Timer(Frames=7)
		Set_bit(Unknown=0x21000010)
		Asynchronous_Timer(Frames=8)
		Set_bit(Unknown=0x2100000F)
		Remove_All_Hitboxes()
		unk_0F39EC70(Unknown=0x1)
		Set_Loop(Iterations=5)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x5A, KBG=0x14, FKB=0x0, BKB=0x34, Size=20, Z=0, Y=22, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Goto(Unknown=-28)
		Set_Loop(Iterations=5)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x5A, KBG=0x14, FKB=0x0, BKB=0x34, Size=18, Z=0, Y=22, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0xD)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Goto(Unknown=-28)
		unk_0F39EC70(Unknown=0x2)
		Asynchronous_Timer(Frames=51)
		Clear_bit(Unknown=0x21000011)
		Clear_bit(Unknown=0x21000010)
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=81)
		Clear_bit(Unknown=0x2100000F)
		Script_End()
	}

12: [Attack12]
	Script:{
		Asynchronous_Timer(Frames=10)
		Hitbox(ID=0x0, Part=0x0, Bone=0x17, Damage=11, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x18, Size=10, Z=5.97, Y=-0.13, X=-0.57, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=11, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x18, Size=10, Z=7.96, Y=-0.75, X=0.17, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x15, Damage=11, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x18, Size=10, Z=4, Y=0.12, X=-0.01, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0xD, Damage=11, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x18, Size=15, Z=2.58, Y=4.52, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x4, Part=0x0, Bone=0x7, Damage=11, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x18, Size=8, Z=-6, Y=0, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=3)
		Remove_All_Hitboxes()
		Script_End()
	}

13: [AttackAirHi]
	Script:{
		Asynchronous_Timer(Frames=10)
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=22)
		Hitbox(ID=0x0, Part=0x0, Bone=0x13, Damage=28, Angle=0x55, KBG=0x50, FKB=0x0, BKB=0x3C, Size=14, Z=0, Y=6, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x13, Damage=28, Angle=0x55, KBG=0x50, FKB=0x0, BKB=0x3C, Size=14, Z=0, Y=-7, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0xD, Damage=28, Angle=0x55, KBG=0x50, FKB=0x0, BKB=0x3C, Size=14, Z=0, Y=0, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=40)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

14: [ThrowHi]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=14, Angle=0x46, KBG=0x70, WKB=0x0, BKB=0x30, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x28, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Asynchronous_Timer(Frames=15)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		Asynchronous_Timer(Frames=17)
		Set_Loop(Iterations=8)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x1, Damage=2, Angle=0x0, KBG=0x64, FKB=0x0, BKB=0x0, Size=13, Z=0, Y=20, X=1.6, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Goto(Unknown=-45)
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		unk_96114CFC(unknown=0x0, unknown=0x0)
		Script_End()
	}

16: [AttackS3Lw]
	Script:{
		Asynchronous_Timer(Frames=12)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=16, Z=0, Y=-0.75, X=-0.17, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=10.76, Y=-5.31, X=4, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}

19: [AttackAirN]
	Script:{
		Asynchronous_Timer(Frames=5)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		External_Subroutine(Unknown=0x1D0E7886)
		Synchronous_Timer(Frames=1)
		Set_bit(Unknown=0x2100000D)
		Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x20, Size=20, Z=2.48, Y=-3.72, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x3, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x20, Size=18, Z=-5.36, Y=-1.82, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x12, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x20, Size=16, Z=4, Y=-6, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=22)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=37)
		unk_96114CFC(unknown=0x0, unknown=0x0)
		unk_CEDC237E(Unknown=0x0)
		Synchronous_Timer(Frames=1)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

1A: [AttackAirF]
	Script:{
		Asynchronous_Timer(Frames=8)
		Set_bit(Unknown=0x2100000D)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=20, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x30, Size=15, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=20, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x30, Size=12, Z=7.96, Y=-0.75, X=-0.17, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=20, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x30, Size=12, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x3, Damage=20, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x30, Size=6, Z=10.76, Y=-5.31, X=4, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=31)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

1C: [AttackLw4]
	Script:{
		Asynchronous_Timer(Frames=5)
		Set_bit(Unknown=0x2100001B)
		Asynchronous_Timer(Frames=15)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		External_Subroutine(Unknown=0x1D0E7886)
		Set_Loop(Iterations=7)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x96, KBG=0x34, FKB=0x0, BKB=0x28, Size=13, Z=0, Y=10, X=-26, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0x96, KBG=0x34, FKB=0x0, BKB=0x28, Size=13, Z=0, Y=10, X=26, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, FKB=0x0, BKB=0x28, Size=13, Z=0, Y=25, X=-15, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, FKB=0x0, BKB=0x28, Size=13, Z=0, Y=25, X=15, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x4, Part=0x0, Bone=0x0, Damage=4, Angle=0xBE, KBG=0x34, FKB=0x0, BKB=0x28, Size=18, Z=0, Y=10, X=0, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=1)
		Goto(Unknown=-130)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x5A, KBG=0x84, FKB=0x0, BKB=0x20, Size=30, Z=0, Y=11.2, X=0, Effect=0x4, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=5)
		unk_96114CFC(unknown=0x0, unknown=0x0)
		unk_CEDC237E(Unknown=0x0)
		Script_End()
	}

1D: [AttackAirB]
	Script:{
		Asynchronous_Timer(Frames=10)
		Set_bit(Unknown=0x2100000D)
		Hitbox(ID=0x0, Part=0x0, Bone=0xC, Damage=24, Angle=0x18, KBG=0x54, FKB=0x0, BKB=0x20, Size=28, Z=3.54, Y=-3.7, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=45)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

23: [AttackS3]
	Script:{
		Asynchronous_Timer(Frames=12)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=16, Z=0, Y=-0.75, X=-0.17, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=10.76, Y=-5.31, X=4, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}

24: [SpecialLw]
	Script:{
		Asynchronous_Timer(Frames=11)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0x64, FKB=0x64, BKB=0x0, Size=11, Z=0, Y=10, X=29, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x2)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=38)
		Set_bit(Unknown=0x2100000D)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=30, Angle=0x4C, KBG=0x58, FKB=0x0, BKB=0x20, Size=18, Z=0, Y=10, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Script_End()
	}

26: [SpecialSLanding]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=30, Angle=0x3C, KBG=0x3C, WKB=0x0, BKB=0x50, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x2)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=10, Angle=0x46, KBG=0x20, WKB=0x0, BKB=0x20, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x0, Unknown=0x0, Type?=0x2)
		Asynchronous_Timer(Frames=14)
		Set_bit(Unknown=0x2100000D)
		Script_End()
	}

29: [SpecialAirLw]
	Script:{
		Asynchronous_Timer(Frames=32)
		Set_bit(Unknown=0x2100000D)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=30, Angle=0x4C, KBG=0x58, FKB=0x0, BKB=0x20, Size=18, Z=0, Y=10, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Script_End()
	}

2A: [Attack11]
	Script:{
		Asynchronous_Timer(Frames=8)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=7, Angle=0x53, KBG=0x64, FKB=0x14, BKB=0x0, Size=10, Z=5.97, Y=-0.13, X=0.56, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=7, Angle=0x53, KBG=0x64, FKB=0x14, BKB=0x0, Size=10, Z=7.96, Y=-0.75, X=-0.17, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=7, Angle=0x53, KBG=0x64, FKB=0x14, BKB=0x0, Size=10, Z=4, Y=0.12, X=0.01, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0xD, Damage=7, Angle=0x53, KBG=0x64, FKB=0x14, BKB=0x0, Size=15, Z=2.58, Y=4.52, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x4, Part=0x0, Bone=0x7, Damage=7, Angle=0x53, KBG=0x64, FKB=0x14, BKB=0x0, Size=8, Z=-6, Y=0, X=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Script_End()
	}

2B: [AttackDash]
	Script:{
		Asynchronous_Timer(Frames=11)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=18, Angle=0x50, KBG=0x24, FKB=0x0, BKB=0x64, Size=15, Z=0, Y=14, X=33, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=18, Angle=0x50, KBG=0x24, FKB=0x0, BKB=0x64, Size=15, Z=0, Y=14, X=15, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=4)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=14, Angle=0x50, KBG=0x20, FKB=0x0, BKB=0x48, Size=15, Z=0, Y=14, X=33, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=14, Angle=0x50, KBG=0x20, FKB=0x0, BKB=0x48, Size=15, Z=0, Y=14, X=15, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=25)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x28, Size=21, Z=0, Y=14, X=30, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x28, Size=21, Z=0, Y=14, X=15, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=10, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x28, Size=21, Z=0, Y=14, X=0, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=10, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x28, Size=21, Z=0, Y=14, X=-15, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x3, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}

2D: [LandingAirLw]
	Script:{
		unk_B89F681C(unknown=0x0, unknown=0x1)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		External_Subroutine(Unknown=0x1D0E7886)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x50, KBG=0x64, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=10, X=-20, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=16, Angle=0x50, KBG=0x64, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=10, X=20, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=20)
		unk_96114CFC(unknown=0x0, unknown=0x0)
		unk_CEDC237E(Unknown=0x0)
		Script_End()
	}

30: [AttackHi4]
	Script:{
		Asynchronous_Timer(Frames=2)
		Set_bit(Unknown=0x2100001B)
		Asynchronous_Timer(Frames=17)
		Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=32, Angle=0x5A, KBG=0x50, FKB=0x0, BKB=0x18, Size=30, Z=-3.95, Y=-5.69, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=7)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=31)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=18, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=15, X=40, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=18, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=15, X=20, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=18, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=15, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=18, Angle=0x4A, KBG=0x50, FKB=0x0, BKB=0x40, Size=20, Z=0, Y=15, X=-20, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x14, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=3)
		Remove_All_Hitboxes()
		Script_End()
	}

35: [ThrowB]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=20, Angle=0x2D, KBG=0x44, WKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x28, Effect?=0x13, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Asynchronous_Timer(Frames=19)
		REVERSE_LR()
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		Script_End()
	}

36: [ThrowF]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=20, Angle=0x2D, KBG=0x44, WKB=0x0, BKB=0x3C, Effect?=0x5, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x28, Effect?=0x5, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Asynchronous_Timer(Frames=36)
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		Script_End()
	}

37: [AttackS3Hi]
	Script:{
		Asynchronous_Timer(Frames=12)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=16, Z=0, Y=-0.75, X=-0.17, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=18, Angle=0x169, KBG=0x54, FKB=0x0, BKB=0x30, Size=18, Z=10.76, Y=-5.31, X=4, Effect=0x13, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xF, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}

38: [ThrowLw]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=2, Angle=0x32, KBG=0x64, WKB=0x0, BKB=0x64, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WKB=0x0, BKB=0x28, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Asynchronous_Timer(Frames=45)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=28, Angle=0x0, KBG=0x5C, FKB=0x0, BKB=0x0, Size=15, Z=0, Y=0, X=50, Effect=0xB, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=28, Angle=0x0, KBG=0x5C, FKB=0x0, BKB=0x0, Size=15, Z=0, Y=0, X=35, Effect=0xB, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=28, Angle=0x0, KBG=0x5C, FKB=0x0, BKB=0x0, Size=15, Z=0, Y=0, X=10, Effect=0xB, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=28, Angle=0x0, KBG=0x5C, FKB=0x0, BKB=0x0, Size=15, Z=0, Y=0, X=-5, Effect=0xB, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=2)
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=66)
		Script_End()
	}

3B: [AttackAirLw]
	Script:{
		Asynchronous_Timer(Frames=14)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		External_Subroutine(Unknown=0x1D0E7886)
		Set_bit(Unknown=0x2100000D)
		Set_Loop(Iterations=9)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x50, KBG=0x64, FKB=0xA, BKB=0x0, Size=24, Z=0, Y=8, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=1)
		Goto(Unknown=-30)
		Asynchronous_Timer(Frames=50)
		unk_96114CFC(unknown=0x0, unknown=0x0)
		unk_CEDC237E(Unknown=0x0)
		Asynchronous_Timer(Frames=70)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

3C: [AttackLw3]
	Script:{
		Asynchronous_Timer(Frames=14)
		Hitbox(ID=0x0, Part=0x0, Bone=0x17, Damage=12, Angle=0x10E, KBG=0x50, FKB=0x0, BKB=0x10, Size=13, Z=6.97, Y=-0.15, X=-0.66, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=12, Angle=0x10E, KBG=0x50, FKB=0x0, BKB=0x10, Size=12, Z=7.96, Y=-0.75, X=0.17, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0x15, Damage=12, Angle=0x10E, KBG=0x50, FKB=0x0, BKB=0x10, Size=12, Z=0, Y=0, X=0, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=12, Angle=0x10E, KBG=0x50, FKB=0x0, BKB=0x10, Size=12, Z=0, Y=10, X=10, Effect=0xB, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0xA, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=27)
		Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x40, Size=13, Z=6.97, Y=-0.15, X=0.66, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x40, Size=12, Z=7.96, Y=-0.75, X=-0.17, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x40, Size=12, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=18, Angle=0x169, KBG=0x50, FKB=0x0, BKB=0x40, Size=12, Z=0, Y=10, X=10, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x5, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Synchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}
Other changes do include some knockback and angle adjustments, such as with the Bowser Bomb, where the 5% damage hitbox sends opponents straight up, and its fixed knockback is nerfed a bit to make it easier for the main attack to hit its mark. This also means that the heavy fighters are more vulnerable to taking as much as 65% damage from the ground attack.
 

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,275
3DS FC
5472-7454-3545
Welp, I just got word that my uncle just passed last night. Sucks too because I just lost one during Thanksgiving week, and now this. :(
 

Prometheus16

Smash Journeyman
Joined
May 1, 2015
Messages
469
Location
Fresno, California
3DS FC
4141-4106-0923
*grumble* I'm trying to download a version of mspaint that runs on Microsoft XP (the one on my laptop is gone), but I can't find anything...
 

JayE

Smash Journeyman
Joined
Sep 12, 2016
Messages
374
Location
Hyrule and Altea, the universes of Zelda and FE
NNID
PinoyPlayerJ
3DS FC
2982-0290-3968
Well here are the Fire Emblem Heroes Midterm Results. The 3DS games (FE13/14) are clearly dominant in this as I expected, but there are some things I was surprised about and happy with.
For the Heroes, I'm stoked to see Ike at 1st, with Roy and Hector (YES) at 2nd and 3rd. I'm happy about that.
Chrom being at 4th doesn't surprise me much either. I do like Chrom though. I honestly expected Marth to be a bit higher, but not too bad at 6th and 14th for both of his games. Go past #7, and the modern characters start to dominate like expected, but I'm just happy my boy Ephraim and Hector are in the Top 10. Also cool to see Joshua at 17th, he was a popular character from Sacred Stones. I'm pleasantly surprised to see Dorcas in the Top 20 as well. I guess I underestimated him.

As for the Heroines, this is pretty much what I expected - Lucina, Tharja, and Camilla in the Top 5. At least Lady Lyndis is #1 right now. I thought Azura would be higher, and I forgot about Cordelia lol. I'm glad to see my girls Eirika and Micaiah in the Top 10. Lute is funny to see, since she's like a meme lol. And great to see Mia and Nephenee at least in the Top 20. And of course, everyone's favorite Est archetype, Nino.
Overall happy that most of the characters I'm voting for are in the Top 20 right now, so I can't be too mad. The results are what I expected for the most part. It It'll be interesting to see the final results...
 

Troykv

Smash Master
Joined
Jan 24, 2015
Messages
3,990
Well here are the Fire Emblem Heroes Midterm Results. The 3DS games (FE13/14) are clearly dominant in this as I expected, but there are some things I was surprised about and happy with.
For the Heroes, I'm stoked to see Ike at 1st, with Roy and Hector (YES) at 2nd and 3rd. I'm happy about that.
Chrom being at 4th doesn't surprise me much either. I do like Chrom though. I honestly expected Marth to be a bit higher, but not too bad at 6th and 14th for both of his games. Go past #7, and the modern characters start to dominate like expected, but I'm just happy my boy Ephraim and Hector are in the Top 10. Also cool to see Joshua at 17th, he was a popular character from Sacred Stones. I'm pleasantly surprised to see Dorcas in the Top 20 as well. I guess I underestimated him.

As for the Heroines, this is pretty much what I expected - Lucina, Tharja, and Camilla in the Top 5. At least Lady Lyndis is #1 right now. I thought Azura would be higher, and I forgot about Cordelia lol. I'm glad to see my girls Eirika and Micaiah in the Top 10. Lute is funny to see, since she's like a meme lol. And great to see Mia and Nephenee at least in the Top 20. And of course, everyone's favorite Est archetype, Nino.
Overall happy that most of the characters I'm voting for are in the Top 20 right now, so I can't be too mad. The results are what I expected for the most part. It It'll be interesting to see the final results...
I'm really happy to see Micaiah in the Top 10 <3

(And in a minor extent I'm happy to see Tiki, Lute, Mia, Sakura and Nino in the Top 20)
 

mario123007

HELLO, YOU HAVE ENTERED THE DUNK ZONE
Joined
Aug 1, 2014
Messages
9,654
Location
Kaohsiung,Taiwan
NNID
mario123007
3DS FC
1521-3033-2948
Switch FC
SW-5739-4272-0700
Well here are the Fire Emblem Heroes Midterm Results. The 3DS games (FE13/14) are clearly dominant in this as I expected, but there are some things I was surprised about and happy with.
For the Heroes, I'm stoked to see Ike at 1st, with Roy and Hector (YES) at 2nd and 3rd. I'm happy about that.
Chrom being at 4th doesn't surprise me much either. I do like Chrom though. I honestly expected Marth to be a bit higher, but not too bad at 6th and 14th for both of his games. Go past #7, and the modern characters start to dominate like expected, but I'm just happy my boy Ephraim and Hector are in the Top 10. Also cool to see Joshua at 17th, he was a popular character from Sacred Stones. I'm pleasantly surprised to see Dorcas in the Top 20 as well. I guess I underestimated him.

As for the Heroines, this is pretty much what I expected - Lucina, Tharja, and Camilla in the Top 5. At least Lady Lyndis is #1 right now. I thought Azura would be higher, and I forgot about Cordelia lol. I'm glad to see my girls Eirika and Micaiah in the Top 10. Lute is funny to see, since she's like a meme lol. And great to see Mia and Nephenee at least in the Top 20. And of course, everyone's favorite Est archetype, Nino.
Overall happy that most of the characters I'm voting for are in the Top 20 right now, so I can't be too mad. The results are what I expected for the most part. It It'll be interesting to see the final results...
Peri isn't top 20, man...
 

pit1984

Smash Rookie
Joined
Dec 6, 2016
Messages
11

Okay man I cannot believe this they have been doing some data mining on smite and they had discovered the KOOPA KING. I am not joking Bowser is in mythology he is apparently a Shinto God man I am so hyped I did not play Bowser but my friend always beat me with Bowser so I have respect for him, shoot yeah man!
 

Erureido

Smash Hero
Joined
Sep 4, 2014
Messages
5,408
NNID
Erureido
3DS FC
5301-1552-4121
Switch FC
SW-4754-8756-2004
Well here are the Fire Emblem Heroes Midterm Results. The 3DS games (FE13/14) are clearly dominant in this as I expected, but there are some things I was surprised about and happy with.
For the Heroes, I'm stoked to see Ike at 1st, with Roy and Hector (YES) at 2nd and 3rd. I'm happy about that.
Chrom being at 4th doesn't surprise me much either. I do like Chrom though. I honestly expected Marth to be a bit higher, but not too bad at 6th and 14th for both of his games. Go past #7, and the modern characters start to dominate like expected, but I'm just happy my boy Ephraim and Hector are in the Top 10. Also cool to see Joshua at 17th, he was a popular character from Sacred Stones. I'm pleasantly surprised to see Dorcas in the Top 20 as well. I guess I underestimated him.

As for the Heroines, this is pretty much what I expected - Lucina, Tharja, and Camilla in the Top 5. At least Lady Lyndis is #1 right now. I thought Azura would be higher, and I forgot about Cordelia lol. I'm glad to see my girls Eirika and Micaiah in the Top 10. Lute is funny to see, since she's like a meme lol. And great to see Mia and Nephenee at least in the Top 20. And of course, everyone's favorite Est archetype, Nino.
Overall happy that most of the characters I'm voting for are in the Top 20 right now, so I can't be too mad. The results are what I expected for the most part. It It'll be interesting to see the final results...
I'm really happy my favorite Fates character, Takumi, is currently in the top 10. I'm hoping he either keeps his top 10 position or even moves up a more places.

I just gave my vote to Sakura today, and it was surprising yet very nice to see her in the top 20.

Chrom at number 4 is great for me too (he's one of my favorite Awakening characters), and Nowi is another surprising character to see doing this well, but I'm happy see she is ranked this high (she' another one of my favorites).
 
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