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Social Smash Wii U/3DS Social 7.0

Joined
Jul 12, 2014
Messages
19,183
Location
An elevator
Just "lost" a game because our team surrendered as finished the game. Even though we destroyed them from beginning to end the other 4 players voting to surrender means we lost and I lost my win of the day bonus. Darn trolls.

ARMS direct tomorrow better be good.
 
Last edited:

Jason the Yoshi

Watching Me, Wanting Me
Joined
Feb 26, 2014
Messages
18,791
Location
Waiting for Jesus
Just "lost" a game because our team surrendered as finished the game. Even though we destroyed them from beginning to end the other 4 players voting to surrender means we lost and I lost my win of the day bonus. Darn trolls.

ARMS direct tomorrow better be good.
What time is the ARMS direct?
 
Joined
Jul 12, 2014
Messages
19,183
Location
An elevator
I get off at work at 6 on the dot. So either I have to watch the direct at work, which would be weird, or I have to watch late.


Nintendo has great taste in wrestlers. Cesaro has great taste in systems (I guess I dont have a switch yet)

WWE stuff shhh
 

jarbAin

Smash Journeyman
Joined
Dec 13, 2015
Messages
371
Location
Snooping as usual
3DS FC
4124-6082-4371
And I'm done with college. The results aren't out yet, but I've turned in my final semester's project report and classes are over. I'm glad because I had grown to dislike the subject I had to take, Mechanical Engineering.
Hey, that's just great!

It will surely be worth it, because now you have the full rights to say: "Trust me, I am an engineer" whenever you do some dumb or dangerous ****.
 

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,331
3DS FC
5472-7454-3545

Are you saying I can make sonichu? I can make my own fan character that people outside if the fanbase hate?

Honestly I like the idea as much as people are joking that deviantart won.
Not sure how I feel about this, but it sounds like a nice twist

Holy hell, why am I always on here when this thread is dead? lol
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
I just really ****ing wish it were friday so I could play Shadows of Valentia and forget about my life for a few dozens of hours.
But until then I have college stuff to do.
We have to deliver a 60 page essay on Friday. I have never worked with a group so paradoxically competent and incompetent at the same time.
We've been talking on whatsapp and they're putting unbelieavable amounts of work into this! They're making basically the entire essay while all I'm doing is the Introduction, the Conclusion, the Bibliography and the entire formatting of it (which tbh none of the others can do and is actually a lot of work). It kind of makes me feel like I'm underworking.
But they're also doing this in such an unbelievably messy and convoluted way! It's hard to keep track of anything and formatting this all into the actual damn thing we're gonna print is being a bigger pain in my arse than it should be because of the mess they're making.
This damn thing better have 60 pages by the time I'm done formatting!
 

---

鉄腕パドル!
Super Moderator
BRoomer
Joined
Jan 27, 2008
Messages
13,597
Location
Michigan
NNID
TripleDash
3DS FC
1719-3728-6991
Switch FC
SW-1574-3686-1211
For such a large project shouldn't the introduction and bibliography be done before anything else?

Granted the bibliography can always be added to, but you need an intro to help properly state your thesis/overall goal of the project and enough basic references as initial support. It can be a lot harder to make an intro when you already know your results.
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
I've done that loooooooooooooooooooooooooooooooooooooooooooooooooooong ago.
But they're only setting their parts up now it seems?
And the way they're sending me their parts to format is crazy obnoxious.
This is why it's a mess.... ugh...
I just wish I could teleport to Friday whatever the outcome of this mess is.
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
I just got home from college
I started doing that essay 2 hours before I made my last post
and I finished it about 2 hours ago.
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
Can I double post here just because this place is not very active (and also because edits don't give notifs)

Yay!
Don't know what to expect.
I just hope it's good
but I'll try not to be disappointed if I don't like it
That was just impossible with Fates since I hyped that way too much and I thought it was going to be the best thing ever but then I didn't like it one bit.
 

Prometheus16

Smash Journeyman
Joined
May 1, 2015
Messages
469
Location
Fresno, California
3DS FC
4141-4106-0923
Can I double post here just because this place is not very active (and also because edits don't give notifs)

Yay!
Don't know what to expect.
I just hope it's good
but I'll try not to be disappointed if I don't like it
That was just impossible with Fates since I hyped that way too much and I thought it was going to be the best thing ever but then I didn't like it one bit.
Let me know what it's like.
 

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
Location
South America
NNID
MontanaCity
I finally got time to play the game!!!
The textboxes autoscrolls.
I hate it already, sorry.
 

jarbAin

Smash Journeyman
Joined
Dec 13, 2015
Messages
371
Location
Snooping as usual
3DS FC
4124-6082-4371
Talking about 2017 games in 2017 LUL

Now I am going to do what I always do, and talk about games that have not been relevant during this decade.

I just finished Super Mario Galaxy (Almost finished. I am not going to collect the 120 stars again with Luigi.) I really enjoyed it, but everyone already knows that the game is high quality and that it is wonderful and all that, so I am not going to go into that too much.

However, as I am me, and it is in my nature to never not complain I am now going to tell you what I was displeased with in the game.

First of all, water levels. The way moving in the water works was annoying. It was only possible to move in short bursts, and fast turns are difficult, so if you miss your goal, getting back on track will be a painful process. Also, when swimming, the camera does not want you to success, and it makes everything difficult. Movement without a shell is totally unpleasant.

Second of all, the ball rolling levels. They are a great novelty. However, as the ball moves, well, like a ball, and the way they have to be controlled, makes it almost cruel to expect any precision from the players. All the levels that feature the ball need a lot of precision. The ball levels might have been fun if they were all about going fast.

Third of all, spring Mario. Same as water levels, the way moving is only in short bursts makes it very difficult to be precise. Also, always jumping makes the risk of falling down in every possible pit pretty high. I don't like it. Actually, I could mention that I once spent a comical amount of time bouncing around a coin just trying to collect it. Seriously, Spring Mario, no one loves you.

Fourth of all, and the most glaring flaw in the game in my opinion. The game has awesome levels. They are big, and they have a lot of secret places and all that. And the thing that irritated me to no end was the way how the game's secrets are. They are pointless. They only have star bits, coins or lives. Star bits end up being pretty useless, as you get them everywhere, and don't end up needing them too much. I tried to be thorough with them, and ended up having thousands left over, so getting them was not satisfying in the end. Coins are only good for replenishing health, and lives sort of lost their meaning as they reset to 5 every time the game is loaded, and the same 1-up can be gotten over and over again from the same checkpoint.
So in the game, it makes no difference if you find the secret places or not. The game does not try to encourage the players to take their time to explore every corner of the levels (which are amazing and deserve to be thoroughly explored), and those who do so, find nothing but despair. Finding hidden places is simply not rewarding.
The game would have been even better, if every galaxy would have awarded a star for picking up every coin and 1-up. (At least those that are not inside enemies or ?-blocks) Or then there should have been something like power star shards awarded in every even slightly out of the way place, and collecting all of them would give a power star.
Wowsers, didn't expect it to turn out to be so long. I'll put it inside spoilers for that. But I really did like the game, don't let my rant fool you, the game is great.
 

---

鉄腕パドル!
Super Moderator
BRoomer
Joined
Jan 27, 2008
Messages
13,597
Location
Michigan
NNID
TripleDash
3DS FC
1719-3728-6991
Switch FC
SW-1574-3686-1211
Does this mean you had a discussion to stop me at some point?
You personally never came up.

It was more so a discussion on whether it was ethical or not to have problematic users pay $ to ****post, removing the post counter, had an active mod team, making sure the DR didn't become toxic again (2009~12), etc.
 
D

Deleted member

Guest
You personally never came up.

It was more so a discussion on whether it was ethical or not to have problematic users pay $ to ****post, removing the post counter, had an active mod team, making sure the DR didn't become toxic again (2009~12), etc.
I guess stopping me wasn't the right way to put it, more like "should we put a limit on premium gifts so **** doesn't get ruined by bad apples?"
But it's a good discussion to have, people can do what they want with their money but at the same time you want to keep a good experience for others.
 
Last edited by a moderator:

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,331
3DS FC
5472-7454-3545
Hey guys! I have a question for y'all. I'm planning to host a Survivor on another site and wondered if anyone here who go on IGN is interested?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,428
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
In other news, after a couple months, I decided to improve my edits to Giga Bowser's moveset even further today...
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=0x58, FKB=0x0, BKB=0x30, 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=0x58, FKB=0x0, BKB=0x30, 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=0x58, FKB=0x0, BKB=0x30, 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=0x58, FKB=0x0, BKB=0x30, 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=0x58, FKB=0x0, BKB=0x30, 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=50, 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=0x30, 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=0x30, 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=0x30, 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=0x30, 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=0x30, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=20, 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=20, 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=20, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x58, 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=0x28, FKB=0x0, BKB=0x70, 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=0x28, FKB=0x0, BKB=0x70, 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=0x28, FKB=0x0, BKB=0x50, 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=0x28, FKB=0x0, BKB=0x50, 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=20, Angle=0x50, KBG=0x58, 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=20, Angle=0x50, KBG=0x58, 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=0x20, 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=0x48, 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=0x48, 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=0x58, 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=0x58, 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=0x58, 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=0x64, 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=0x64, 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=0x64, 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=0x64, 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=14, Angle=0x10E, KBG=0x64, FKB=0x64, BKB=0x0, 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=14, Angle=0x10E, KBG=0x64, FKB=0x64, BKB=0x0, 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=14, Angle=0x10E, KBG=0x64, FKB=0x64, BKB=0x0, 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=14, Angle=0x10E, KBG=0x64, FKB=0x64, BKB=0x0, 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=21, 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=21, 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=21, 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=21, 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()
	}

3E: [CliffAttackQuick]
	Script:{
		WHOLE_HIT(Unknown=0x2)
		Asynchronous_Timer(Frames=5)
		unk_96114CFC(unknown=0x0, unknown=0x1)
		Asynchronous_Timer(Frames=8)
		Hitbox(ID=0x0, Part=0x0, Bone=0xD, Damage=18, Angle=0x169, KBG=0x64, FKB=0x70, BKB=0x0, Size=22, Z=2.48, Y=-3.72, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x1, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Hitbox(ID=0x1, Part=0x0, Bone=0x3, Damage=18, Angle=0x169, KBG=0x64, FKB=0x70, BKB=0x0, Size=20, Z=-5.36, Y=-1.82, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x1, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=36)
		Remove_All_Hitboxes()
		unk_96114CFC(unknown=0x0, unknown=0x0)
		WHOLE_HIT(Unknown=0x0)
		Script_End()
	}
I would post this at the Bowser sub-forum as well, but my own thread for it has not seen any life, and I don't want to needlessly bump a thread that very few people seem to have interests in.

Edit: Made some additional changes.
 
Last edited:

Prometheus16

Smash Journeyman
Joined
May 1, 2015
Messages
469
Location
Fresno, California
3DS FC
4141-4106-0923
Have you watched Fullmetal Alchemist?

If yes, you should know that trying to bring back the dead is strictly forbidden.
And also dangerous.
Anime was a mistake.

So anyone else not have a lot of games coming out that they're really excited for?
 
Last edited:

CrusherMania1592

Deaf Smasher
Premium
Joined
Oct 24, 2009
Messages
6,331
3DS FC
5472-7454-3545
Have you watched Fullmetal Alchemist?

If yes, you should know that trying to bring back the dead is strictly forbidden.
And also dangerous.
Well since Space Stranger already beat the **** out of this place to a dead horse...
 

jarbAin

Smash Journeyman
Joined
Dec 13, 2015
Messages
371
Location
Snooping as usual
3DS FC
4124-6082-4371
Anime was a mistake.

So anyone else not have a lot of games coming out that they're really excited for?
We don't make mistakes, just happy little accidents.

And yeah, not much interesting games coming. I don't even know any games that would be coming in the near future, except ASMR, and while it's cool and all, I don't even have a Switch, nor do I plan on getting one.
 

Prometheus16

Smash Journeyman
Joined
May 1, 2015
Messages
469
Location
Fresno, California
3DS FC
4141-4106-0923
We don't make mistakes, just happy little accidents.

And yeah, not much interesting games coming. I don't even know any games that would be coming in the near future, except ASMR, and while it's cool and all, I don't even have a Switch, nor do I plan on getting one.
Yeah, I don't plan on getting one anytime soon either. I'm about to go to City college next time school rolls around.
 

Ryu_Ken

Ace Adventurer and Truth Seeker
Joined
Jan 14, 2013
Messages
3,281
Location
Texas
NNID
Sorastar9
3DS FC
4725-8061-1333
Today's the day. Finally got my hands on 2017's soon-to-be Game of the Year; The Legend of Zelda: Breath of the Wild. Progress so far? I have the paraglider, 5 shrines completed, 5 seeds, Epona and Apollo (who I quickly put in the nearest stable after getting Epona. Amiibos too strong.), and am currently waiting out the rain so that I can carry blue fire back to the lab. Whoever can guess which weapons I'm using to carry the blue fire gets a delicious treat. And yes, I'm still alive :starman:
 

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
I hadn't posted about it here, but I'm a full time software engineer now. :colorful:

This is a new beginning all right. And I'm really happy.
 

Amberloo

Smash Journeyman
Joined
Apr 7, 2015
Messages
209
NNID
Sashaloo
3DS FC
1203-9998-9799
Just did the first ARMS Testpunch. Jeeeeeeeeeesus, this game is so good. Was really digging Min Min with the Megawatt and Ramram.
 

Jason the Yoshi

Watching Me, Wanting Me
Joined
Feb 26, 2014
Messages
18,791
Location
Waiting for Jesus
Congrats! So what now? Pursuing a Master's Degree, PhD or just ending it off as a completed four year undergraduate's bachelor degree?
(Googles to doublecheck something I've been told about the matter)

So there IS such thing as a doctorate in engineering! I was told there wasn't. If Fal can get that doctorate somehow, he just might be able to replace Howard Wolowitz in The Big Bang Theory.
 

DarkAuraful

Torpid Dragon
Joined
Nov 29, 2015
Messages
1,154
Location
Tenebris#4427
Well, engineering is a degree. So I just assume that there's a PhD for at least anything in general for a university so yeah (even though Engineering's not my area; but I'd choose Aerospace / Mechanical if I had to).

You also made me remember that one episode where Howard takes Sheldon's doctorate class. Funny how it went by the way. :rotfl:

How are the new seasons by the way? I've been away for too long (might have to start over, which is fine btw), but the latest I've heard is apparently the Leonard and Sheldon get married?
 
Last edited:

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
(Googles to doublecheck something I've been told about the matter)

So there IS such thing as a doctorate in engineering! I was told there wasn't. If Fal can get that doctorate somehow, he just might be able to replace Howard Wolowitz in The Big Bang Theory.
Not sure how your jokes always manage to go over my head. :laugh:

But yeah, you can do a PhD in any branch of Engineering. That makes you a real Doctor. :p
 
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