praline
the white witch
lol no it's just a typo.Is Conquest that hard that even good luck isn't enough?
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lol no it's just a typo.Is Conquest that hard that even good luck isn't enough?
I'm hyped. Gonna be an amazing tournament like alwaysEver 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!
It'll become the new Ridley of uproars if Inklings fail to make 5mash lolHonestly, I think too many people will want the Inklings in Smash 5 for Nintendo to refuse.
The main difference, however, would be that the Inklings would fire paint out of their weapons.I feel like they wouldn't be too far off from Mii gunner.
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'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.
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.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 kamehamehaMega 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 one was definitely the most fun, although I can see why they replaced it, considering that it came right the hell out of nowhere.I prefer his old Final Smash instead. It's like Goku yelling HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA after the final saying of the kamehameha
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.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.
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.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.
I would have been ok with the art style if the animation looked good, it doesn't look that good....welp.GODDAMMIT CAPCOM. They really are trying to kill off Mega Man for good. This is the most garbage **** I've ever seen.
This series is only going to survive through fan content. I need to get back to the drawing board on robot master ideas.
Yeah when I beat 8 I'm gonna go back to 7 aswell.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.
I don't blame you. I tried on one of those VR goggles at Best Buy last Thursday, and I wasn't too attached.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.
lol
I wonder if it really is that ba-GODDAMMIT CAPCOM. They really are trying to kill off Mega Man for good. This is the most garbage **** I've ever seen.
This series is only going to survive through fan content. I need to get back to the drawing board on robot master ideas.
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()
}
Ohhhh...still not that interested but I will give it a chance.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.
My sympathies, friend. Seems 2016 was only the beginning of dark times like these.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.
I'm really happy to see Micaiah in the Top 10 <3Well 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...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.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...