GSH2 PAL Port: This .PAC port promises to try to deliver the most humanly possible consistency in regards to NTSC J/U -> PAL ports. Due to this, certain past changes may have been omitted (by mistake if anything). Taking this journey myself, I will provide a [notable messy] list of all changes (not just new) available in GSH2.
NOTE 1: DO NOT, I repeat, DO NOT release this to the public yet. Note how favorable not having a public changelist is? Let's keep it like that until we can regroup. ^_^
NOTE 2: Since Cape himself has not kept a changelist (we chatted and he just remembered [a good number] of things off his head) as well as the inconsistencies of the B+ Website Changelist, I CANNOT guarantee complete accuracy!
In case of overlapping changes on one move (*ehem*according to B+ website*), GSH2 takes priority.
ALR is based off of vB->GSH2, which claims to have readjusted many values from past builds.
Pages I used:
Website Changelist
RC1 Thread Changelist
GSH1 WiP Changelist
Cape's AIM Convo box.
I may not be as neat and meticulous as Magus...but I'll try to pull my weight! *cue Anime pose* Now Let's Get Sexy Here.
----------------------------------
Universal:
In Sub Action ID: 46 (EscapeAir)
If: Bit is set - RA Basic 100
Bit Variable Clear: RA Basic 100
04070100: .4x
Async Timer: 2 frames
04070100: 1x
End If
before Invincibility Frames
----------------------------------
----------------------------------
Fox:
*missing airdodge and spotdodge changes*
Jab 1: (Sub Action ID: 48)
o Base Knockback increased to 20 (up from 10)
o All Hitboxes – Angle changed to 50 (from 35, 80 and 20) Changelist says 80!
Rapid Jabs (Subroutine: 00011F98):
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
UTilt: (Sub Action ID: 48)
HB1: [1x Size; 10->7 Dmg; 110->135 KBG; 22->47 BKB; 110?->84?]
HB2: [1x Size; 8->7 Dmg; 110->135 KBG; 18->47 BKB; 110?]
HB3: [1x Size; 8->7 Dmg; 110->137 KBG; 18->47 BKB; 110?]
Usmash: (Sub Action ID: 5D)
IASA at 44 (Actual In-Game Frames: 45) frames removed
Nair: (Sub Action ID: 62)
o Hitbox 1 – Base Knockback increased to 20 (up from 10)
o Hitbox 2 – Base Knockback increased to 10 (up from 0)
ALR Lag Frames: 9 -> 8
F-Air (Hits 1-4): (Sub Action ID: 63)
-SDI Capacity Multiplier: 1.00x->0.80x
Damage Reduced (no KB compensation):
HB1: DMG 6->5
HB2: DMG 5->4
HB3: DMG 5->3
HB4: DMG 4->3
ALR Lag Frames: 18 -> 10
Bair: (Sub Action ID: 64)
Damage Reduced (KB compensated):
HB1: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB2: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB3: [1x Size; 9 Dmg; 85 KBG; 20 BKB; (40)?]
HB4: [1x Size; 9 Dmg; 100 KBG; 0->5 BKB; (40)?]
ALR Lag Frames: 15->10
Auto-Cancel Timer: 3->14 (Actual In-Game Frames: 4->15) frames (AKA AC removed)
Uair: (Sub Action ID: 65)
ALR Lag Frames: 22->11
Dair: (Sub Action ID: 66)
2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33
(disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)
ALR Lag Frames: 12->8
Uthrow: (Sub Action ID: 74)
KBG: 110->115
BKB: 75->80
IASA Added: Timer 40 (Actual In-Game Frames: 41)
Dthrow: (Sub Action ID: 75)
Angle: 60->38
BKB: 85->60
N-B Lasers: (???)
I do not know how to port this, please provide instructions!
Up-B (Linking Hits/Start-up): (Sub Action ID: 1DA)
-SDI Capacity Multiplier: 1.00x->0.80x
S-B (Phantasm): (Sub Action ID: 1D5)
-No ledge autosnap during movement portion of move
Motion.pac (?)
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)
D-B Reflector: (Sub Action ID: 1E0)
HB1: [1x Size; 5->3 Dmg; 30->20 KBG; 60->72 BKB; 10?]
HB2: [1x Size; 4->3 Dmg; 30 KBG; 60->65 BKB; 10?]
----------------------------------
----------------------------------
Marth
*applied airdodge Sub-Action changes, lack comparison data on both airdodge and spotdodge changes though*
Jab 1-2 (Untipped): (Sub Action ID: 48-49)
-Hitlag Multiplier: 0.70x->0.80x
DTilt: (Sub Action ID: 55)
Made less effective for wall locks
-Hitbox 0: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
UTilt:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
F-Smash: (Sub Action ID: 58)
-Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)
Usmash: (Sub Action ID: 5D)
Suction hitboxes (4-5): Shifted inward (X axis) from 9->3.5 and -9 -> -3.5 respectively
Nair: (Sub Action ID: 62)
1st Hit; Untipped:
-Hitlag Multiplier: 0.70x->0.85x
ALR Lag Frames: 9 -> 7
F-Air: (Sub Action ID: 63)
Untipped Hit: [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
Tipped Hit: [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]
IASA changed from 33->38 (Actual In-game frames: 34->39)
ALR Lag Frames: 9 -> 7
Bair: (Sub Action ID: 64)
Untipped Hit: [1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)¡->30¡]
Tipped Hit: [1.25x Size; 14->13 Dmg; 90 KBG; 30 BKB; (40)¡->45¡]
ALR Lag Frames: 21->11
Uair: (Sub Action ID: 65)
Tipped Hit: [1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90¡]
ALR Lag Frames: 9->7
Dair: (Sub Action ID: 66)
ALR Lag Frames: 32->16
Bthrow: (Sub Action ID: 72)
[IASA: 45->40] [4 Dmg; 60->62 KBG; 50->66 BKB; 140?->120?]
Fthrow: (Sub Action ID: 73)
[4 Dmg; 45 KBG; 70->80 BKB; 50?]
Uthrow: (Sub Action ID: 74)
[IASA: N/A->33] [4 Dmg; 120->80 KBG; 60 BKB; 93?]
N-B Shield Breaker: (Sub Action ID: 1D0)
-Hitlag Multiplier: 1.00x->1.45x
Up-B Dolphin Slash: (Sub Action ID: 1E8)
- Invincibility only on frame 5
- Strong Hitbox A: [1x Size; 13 Dmg; 68 KBG; 70 BKB; (40)?->40?]
- Strong Hitbox B: [1x Size; 13 Dmg; 68 KBG; 70 BKB; 74?->40?]
- Hitlag Multiplier: 0.50x->1.00x (both sweetspot hits)
S-B (Dancing Blades): (Sub Action ID: 1D6-1DE)
Dancing Blade Hit 1:
Dancing Blade Hit 2 (N/D):
Dancing Blade Hit 2 (U):
Dancing Blade Hit 3 (N):
Dancing Blade Hit 3 (U):
Dancing Blade Hit 3 (D):
Dancing Blade Hit 4 (N):
Dancing Blade Hit 4 (U):
Dancing Blade Hit 4 (D):
Physics:
0x078 Air Stopping Mobility: 0.010->0.007
Lost and Found (In changelist, but not applied):
D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135?->150?]
----------------------------------
Slowly updated as I go through characters.
NOTE 1: DO NOT, I repeat, DO NOT release this to the public yet. Note how favorable not having a public changelist is? Let's keep it like that until we can regroup. ^_^
NOTE 2: Since Cape himself has not kept a changelist (we chatted and he just remembered [a good number] of things off his head) as well as the inconsistencies of the B+ Website Changelist, I CANNOT guarantee complete accuracy!
In case of overlapping changes on one move (*ehem*according to B+ website*), GSH2 takes priority.
ALR is based off of vB->GSH2, which claims to have readjusted many values from past builds.
Pages I used:
Website Changelist
RC1 Thread Changelist
GSH1 WiP Changelist
Cape's AIM Convo box.
I may not be as neat and meticulous as Magus...but I'll try to pull my weight! *cue Anime pose* Now Let's Get Sexy Here.
----------------------------------
Universal:
In Sub Action ID: 46 (EscapeAir)
If: Bit is set - RA Basic 100
Bit Variable Clear: RA Basic 100
04070100: .4x
Async Timer: 2 frames
04070100: 1x
End If
before Invincibility Frames
----------------------------------
----------------------------------
Fox:
*missing airdodge and spotdodge changes*
Jab 1: (Sub Action ID: 48)
o Base Knockback increased to 20 (up from 10)
o All Hitboxes – Angle changed to 50 (from 35, 80 and 20) Changelist says 80!
Rapid Jabs (Subroutine: 00011F98):
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
UTilt: (Sub Action ID: 48)
HB1: [1x Size; 10->7 Dmg; 110->135 KBG; 22->47 BKB; 110?->84?]
HB2: [1x Size; 8->7 Dmg; 110->135 KBG; 18->47 BKB; 110?]
HB3: [1x Size; 8->7 Dmg; 110->137 KBG; 18->47 BKB; 110?]
Usmash: (Sub Action ID: 5D)
IASA at 44 (Actual In-Game Frames: 45) frames removed
Nair: (Sub Action ID: 62)
o Hitbox 1 – Base Knockback increased to 20 (up from 10)
o Hitbox 2 – Base Knockback increased to 10 (up from 0)
ALR Lag Frames: 9 -> 8
F-Air (Hits 1-4): (Sub Action ID: 63)
-SDI Capacity Multiplier: 1.00x->0.80x
Damage Reduced (no KB compensation):
HB1: DMG 6->5
HB2: DMG 5->4
HB3: DMG 5->3
HB4: DMG 4->3
ALR Lag Frames: 18 -> 10
Bair: (Sub Action ID: 64)
Damage Reduced (KB compensated):
HB1: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB2: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB3: [1x Size; 9 Dmg; 85 KBG; 20 BKB; (40)?]
HB4: [1x Size; 9 Dmg; 100 KBG; 0->5 BKB; (40)?]
ALR Lag Frames: 15->10
Auto-Cancel Timer: 3->14 (Actual In-Game Frames: 4->15) frames (AKA AC removed)
Uair: (Sub Action ID: 65)
ALR Lag Frames: 22->11
Dair: (Sub Action ID: 66)
2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33
(disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)
ALR Lag Frames: 12->8
Uthrow: (Sub Action ID: 74)
KBG: 110->115
BKB: 75->80
IASA Added: Timer 40 (Actual In-Game Frames: 41)
Dthrow: (Sub Action ID: 75)
Angle: 60->38
BKB: 85->60
N-B Lasers: (???)
I do not know how to port this, please provide instructions!
Up-B (Linking Hits/Start-up): (Sub Action ID: 1DA)
-SDI Capacity Multiplier: 1.00x->0.80x
S-B (Phantasm): (Sub Action ID: 1D5)
-No ledge autosnap during movement portion of move
Motion.pac (?)
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)
D-B Reflector: (Sub Action ID: 1E0)
HB1: [1x Size; 5->3 Dmg; 30->20 KBG; 60->72 BKB; 10?]
HB2: [1x Size; 4->3 Dmg; 30 KBG; 60->65 BKB; 10?]
----------------------------------
----------------------------------
Marth
*applied airdodge Sub-Action changes, lack comparison data on both airdodge and spotdodge changes though*
Jab 1-2 (Untipped): (Sub Action ID: 48-49)
-Hitlag Multiplier: 0.70x->0.80x
DTilt: (Sub Action ID: 55)
Made less effective for wall locks
-Hitbox 0: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20
UTilt:
-Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]
F-Smash: (Sub Action ID: 58)
-Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)
Usmash: (Sub Action ID: 5D)
Suction hitboxes (4-5): Shifted inward (X axis) from 9->3.5 and -9 -> -3.5 respectively
Nair: (Sub Action ID: 62)
1st Hit; Untipped:
-Hitlag Multiplier: 0.70x->0.85x
ALR Lag Frames: 9 -> 7
F-Air: (Sub Action ID: 63)
Untipped Hit: [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
Tipped Hit: [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]
IASA changed from 33->38 (Actual In-game frames: 34->39)
ALR Lag Frames: 9 -> 7
Bair: (Sub Action ID: 64)
Untipped Hit: [1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)¡->30¡]
Tipped Hit: [1.25x Size; 14->13 Dmg; 90 KBG; 30 BKB; (40)¡->45¡]
ALR Lag Frames: 21->11
Uair: (Sub Action ID: 65)
Tipped Hit: [1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90¡]
ALR Lag Frames: 9->7
Dair: (Sub Action ID: 66)
ALR Lag Frames: 32->16
Bthrow: (Sub Action ID: 72)
[IASA: 45->40] [4 Dmg; 60->62 KBG; 50->66 BKB; 140?->120?]
Fthrow: (Sub Action ID: 73)
[4 Dmg; 45 KBG; 70->80 BKB; 50?]
Uthrow: (Sub Action ID: 74)
[IASA: N/A->33] [4 Dmg; 120->80 KBG; 60 BKB; 93?]
N-B Shield Breaker: (Sub Action ID: 1D0)
-Hitlag Multiplier: 1.00x->1.45x
Up-B Dolphin Slash: (Sub Action ID: 1E8)
- Invincibility only on frame 5
- Strong Hitbox A: [1x Size; 13 Dmg; 68 KBG; 70 BKB; (40)?->40?]
- Strong Hitbox B: [1x Size; 13 Dmg; 68 KBG; 70 BKB; 74?->40?]
- Hitlag Multiplier: 0.50x->1.00x (both sweetspot hits)
S-B (Dancing Blades): (Sub Action ID: 1D6-1DE)
Dancing Blade Hit 1:
Code:
Side-B (1; Hitbox B): [1x Size; 4->3 Dmg; 25->33 KBG; 35->36 BKB; 88¡]
Hitlag Multiplier: 0.30x->0.65x
Code:
Side-B (2; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 75¡]
Side-B (2; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 22->23 BKB; 90¡]
Side-B (2; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 40¡]
Side-B (2; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 10¡]
Hitlag Multiplier:
Hitbox A, C, D: 0.30x->0.70
Hitbox B: 0.30x->0.65
Code:
Side-B (2-Up; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 70¡]
Side-B (2-Up; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 20->21 BKB; 80¡]
Side-B (2-Up; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 60¡]
Side-B (2-Up; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 40¡]
Hitlag Multiplier:
Hitbox A, C, D: 0.30x->0.70
Hitbox B: 0.30x->0.65
Code:
Side-B (3; Hitbox A): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 30¡]
Side-B (3; Hitbox B): [1x Size; 5->4 Dmg; 100 KBG; 0 BKB; 30¡]
Side-B (3; Hitbox C): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 25¡]
Side-B (3; Hitbox D): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 20¡]
Hitlag Multiplier: 0.30x->0.65
Code:
Side-B (3-Up; Hitbox A): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 60¡]
Side-B (3-Up; Hitbox B): [1x Size; 5->4 Dmg; 60->75 KBG; 30->31 BKB; 60¡]
Side-B (3-Up; Hitbox C): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 50¡]
Side-B (3-Up; Hitbox D): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 30¡]
Hitlag Multiplier: 0.30x->0.65
Code:
Side-B (3-Down; Hitbox A): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; (40)¡]
Side-B (3-Down; Hitbox B): [1x Size; 5->4 Dmg; 80->100 KBG; 30->31 BKB; (40)¡]
Side-B (3-Down; Hitbox C): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; 270¡]
Hitlag Multiplier: 0.30x->0.65
Code:
Side-B (4; Hitbox A): [1x Size; 6->4 Dmg; 125 KBG; 50 BKB; (40)¡]
Side-B (4; Hitbox B): [1x Size; 8->5 Dmg; 125 KBG; 50 BKB; (40)¡]
Code:
Side-B (4-Up; Hitbox A): [1x Size; 6->4 Dmg; 130 KBG; 60 BKB; 80¡]
Side-B (4-Up; Hitbox B): [1x Size; 8->5 Dmg; 130 KBG; 60 BKB; 80¡]
Code:
Side-B (4-Down; Hitbox A): [1x Size; 2->1 Dmg; 40->80 KBG; 2->3 BKB; 80¡]
Side-B (4-Down; Hitbox B): [1x Size; 3->2 Dmg; 120->180 KBG; 60->61 BKB; (40)¡]
Side-B (4-Down; Hitbox C): [1x Size; 5->3 Dmg; 120 KBG; 60 BKB; (40)¡]
-Hitlag Multiplier: 0.50x->0.75x (4-Down; 1 dmg)
-SDI Capacity Multiplier: 1.00x->0.80x (4-Down; 1 dmg)
0x078 Air Stopping Mobility: 0.010->0.007
Lost and Found (In changelist, but not applied):
D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135?->150?]
----------------------------------
Slowly updated as I go through characters.