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Temporary useful-stuff dump location

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Visible hitbubble info pt 1

Succeeded in revealing the hitboxes on Ike's jab. The procedure was pretty straightforward:

1) Go to the character's Down Taunts (AppealLw) and add
Code:
(120A0100) Bit Variable Set
Memory Type: Runtime Longterm
Type: Float
Variable #: 100
as the first event in both Down Taunts (Main list). This is what switches on the hitbox graphics.

2) Go to the character's Up Taunts (AppealHi) and add
Code:
(120B0100) Bit Variable Clear
same parameters are Bit Variable Set
as the first event in both Up Taunts. This is what switches the hitboxes off.

3) Go to the attack you want to add hitbox graphics for. Switch over to the GFX event list. Whatever shows up there, encase it in an "Else" and "End If" (if there's nothing in GFX, just add the "End If.") Then add a
Code:
(000A0200) If
Requirement: Bit is Set
Variable: (same as Bit Variable Set)
on top of everything.

4) Inside the "If", we'll want to add a Sword Glow (11031400) for each Offensive Collision the attack has. Make sure to add the appropriate timers (look at the Main section) so the glows start at the same time as the collisions. Fill out 11031400 as such:
Code:
Parameter 0: Value (1)
Parameter 1: Value (0)
Parameter 2: Value (Offensive Collision's Bone*)
Parameter 3-5: Scalar (0)
Parameter 6: Same as 2
Parameter 7-9: Scalar (0)
Parameter 10: Boolean (True)
Parameter 11: Value (32)
Parameter 12: Same as 2
Parameters 13-15: Scalar (Z, Y, and X offsets, respectively)
Parameters 16-18: Scalar (0)
Parameter 19: Scalar (Offensive Collision's Size)
*Double click the Offensive Collision, click on Bone and use the number in the LEFTMOST FOUR DIGITS. The other 4 digits are the ID, which we don't need for this.

5) Now we need to make sure we end the glows at the appropriate times. Look at the attack's info in Main again, and add the same timer that precedes "Terminate Collisions" to your If block, except subtract 1 from the frames on the timer. E.g. If the timer has 3 frames, use 2 in your If. If the original timer only has 1 frame, don't add a timer at all. Now add an event 11050100 and set Parameter 0 to Value (1).

6) Repeat steps 3-5 for the rest of the character's attacks, save the .pac, and put it in your SD.



In short:
Set Bit 100 in the Down Taunts
Clear Bit 100 in the Up Taunts
Set up an If-Else in the attack's GFX list, putting the original contents into the Else
Add the timers and sword glows that correspond to the hitboxes into the If.
End the sword glows 1 frame before the hitboxes end.

EDIT: Thanks a lot Innocent Road. This is really awesome.
Grab parameters

parameter 1 - bone
parameter 2 - size
parameter 3 - z offset
parameter 4 - y offset
parameter 5 - x offset
Collection of Visible Hitbox PSAs

Down taunt to activate, up taunt to deactivate.

Please visit Kitamerby's thread for discussion and instruction on how to make these PSAs. If you have created one, please post the download link here. Some characters may not be able to fit the entire moveset into a single PAC because of file size restrictions. In this case, please list which moves are contained in each of the multiple PACs. If for some reason any moves were omitted, please include which ones. If you are not the creator of the PSA, include the name of the creator. If you are creating one, please post here to inform me which character you are doing and I will add that character to the "In Progress" list.

If you happen to find any errors in one of the PSAs, post here. Be very specific with what is wrong. This may include missing/extra bubbles, misplaced bubbles, or bubbles that appear too early or last too long. Or, if you know what you're doing, correct it yourself.

Single Colour Stage - InnocentRoad
STGDXSHRINE
Video

Single Colour Superscope Bullet Graphic - InnocentRoad
common3_en, mirror
common3_ja
Video

Completed PSAs

:bowser2: Bowser - Liquid Gen, RocketPSIence, AMKalmar
Part 1
Ground attacks.
Part 2
Smashes.
Part 3
Aerials.
Part 4
Specials.

:dedede: King Dedede - Battletanx_Commander
Part 1
Scaling errors, no articles.

:dk2: Donkey Kong - Big O, Chaosgriffin
Part 1
Videos: 1
Scaling errors, no Down B.

:falco: Falco - rolrctermaniac
Part 1
Falco's Hitbubbles

:gw: Mr. Game & Watch - RocketPSIence
Part 1

:ganondorf: Ganondorf - AMKalmar
Part 1

:ike: Ike - Kirk
Part 1
No taunt triggers.
Ike Data Compilation

:jigglypuff: Jigglypuff - M-WUZ-H3R3
Part 1
Videos: 1
Jigglypuff: Visible Offensive Collision Balloons

:kirby2: Kirby - MK26
Part 1
No up B shockwave.
Videos: 1

:link2: Link - Crow!
Part 1

:lucas: Lucas - RocketPSIence
Part 1

:metaknight: Metaknight - InnocentRoad
Part 1
Videos: 1 2 3 4

:ness2: Ness - AMKalmar
Part 1
Scaling errors, no articles.

:peach: Peach - Battletanx_Commander
Part 1
Videos: 1 2
Peach's Hitbubbles

:pikachu2: Pikachu - K Prime
Part 1
No articles.

:rob: ROB - InnocentRoad
Part 1

:shiek: Sheik - InnocentRoad
Part 1
Part 2
Including needles and vanish. No taunt switch.
Videos: 1 2
Sheik's Hit Boxes

:snake: Snake - InnocentRoad
Part 1
Videos: 1

:sonic: Sonic - Bionic Sonic
Part 1
Videos: 1

:toonlink: Toon Link - SauceKay, RocketPSIence
Part 1
No articles.

:wario: Wario - Eternal Yoshi
Part 1
Videos: 1

:yoshi2: Yoshi - Eterna lYoshi
Part 1
MotionEtc scaling "fix" (hitboxes will be slightly displaced from vBrawl).

:zelda: Zelda - Battletanx_Commander
Part 1
Zelda's Hitbubbles

-----

:lucario: Lucario+ - Kitamerby
Part 1
vBrawl invincibility shown with blue flash.
Videos: 1

:marth: Marth+ - bob-e
Part 1
Videos: 1

In Progress

Captain Falcon - AMKalmar
Ice Climbers - Bunny :3
Luigi - Chaosgriffin
Pit - standardtoaster

Much thanks to InnocentRoad for creating the original MK PSA, and for continuing to make improvements on this subject!


I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

*Veril Note: I recommend also adding the frame advance code and no tripping, cause tripping while doing research frame by frame is a huge waste of time.

Debug Pause:-(GCC)
80000000 805B8A08
0402E5AC 8819000B
4A000000 804DE470
38000000 EFFF1000
86410000 00000001
E2000001 00000000
4A000000 805B8A08
3A000002 00FF0000
12000002 00000001
E2000001 00000000
4A000000 804DE470
38000000 FFEF0010
4A000000 805B8A08
3A000002 FF000000
12000002 00000100
E2000002 00000000

Button Modifier:
041E6CD8 4BE1C128
041E6D1C 4BE1C114
06002E00 00000068
9421FF80 BC410008
7CE4402E 7CE738F8
7CE73039 3864FFC0
7CE3412E 7CC4412E
B8410008 38210080
60000000 481E3EB0
9421FF80 BC410008
7C03202E 3DC01000
7DCE70F8 7C007039
740E0408 3DE00408
7C0E7800 40820008
64001000 B8410008
38210080 481E3EBC

No Stale Moves
02FC0988 00130000

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000

http://opensa.dantarion.com/tmp/

Bones (<3 RocketPsi) Note: All of these are in Hexidecimal, if you have PSA 1.3 then you need to convert to decimal

:bowser2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Toe 1st - C
Left Toe 2nd - D
Left Toe 3rd - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Toe 1st - 13
Right Toe 2nd - 14
Right Toe 3rd - 15
Shell - 16
Shell Center - 17
Shell Body - 18
Shell - 19
Tail - 1A-1D
Waist - 1E
Bust - 1F
Front Shell - 20
Left Shell - 21
Left Shoulder - 22/23
Left Arm - 24
Left Hand - 25
Left Pinky - 26/27
Left Ring - 28/29
(No Middle Finger)
Left Index - 2A/2B
Left Have - 2C
Left Thumb - 2D/2E
Left Ring - 2F/30
Nape? - 31
Neck - 32
Head - 33
Hair - 34
Left Horn - 35
Mouth - 36/37
Nose - 38
Right Horn - 39
Front Ring - 3A
Right Shell - 3B
Right Shoulder - 3C/3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Index - 44/45
Right Have - 46
Right Thumb - 47/48
Ring - 49/4A
Waist - 4B
Throw - 4C
:falcon:
Hip - 6
Holster - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Waist - 10
Bust - 11
Collar - 12
Left Shoulder - 13
Left Shoulder - 14
Left Arm - 15
Left Hand - 16
Left Pinky - 17/18
Left Ring - 19/1A
Left Middle - 1B/1C
Left Index - 1D/1E
Left Hand - 1F
Left Have - 20
Left Thumb - 21/22
Left Side? - 23
Neck - 24
Head - 25
Mouth - 26
Mouth - 27
Right Shoulder - 28
Right Shoulder Pad - 29
Right Shoulder Pad - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand- 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Hand - 36
Right Have - 37
Right Thumb - 38/39
Right Side? - 3A
Scarf - 3B-3F
Throw - 40
:charizard:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Tail - E
Dummy Hip - F
Tail - 10-13
Tail Fire - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Finger#1 - 1B
Left Finger#2 - 1C
Left Have - 1D
Left Thumb - 1E
Neck - 1F/20
Head - 21
Jaw - 22
Tounge - 23
Right Shoulder - 24/25
Right Arm - 26
Right Hand - 27
Right Finger#1 - 28
Right Finger#2 - 29
Right Have - 2A
Right Thumb - 2B
Wing - 2C
Left Wing - 2D-32
Right Wing - 33-38
Throw - 39
:diddy:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Sunege - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Right Sunege - 10
Waist - 11
Bust - 12
Jiku - 13
Taru - 14
Left Shoulder - 15
Left Shoulder - 16
Left Arm - 17
Left Arm Hair - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Neck - 25
Head - 26
Ago - 27
Sitanoha - 28
Bousi - 29
Bousi - 2A
Uenoha - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm Hair - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Randosel - 3C
Sippo - 3D-3F
Sipoo - 40/41
Throw - 42
:dk2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Toe - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Shoulder - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Neck - 21
Head - 22
Ago - 23
Mouth Edge - 24 (This makes me think that ago is mouth)
Sitanoha - 25
Mouth Edge - 26
Tuno - 27
Tuno - 28
Uenoha - 29
Right Shoulder - 2A
Right Shoulder - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Right Thumb - 37/38
Tai - 39-3D
Throw - 3E
:falco:
Hip - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Right Leg - B
Holster - C
Holster - D
Holster - E
Right Knee - F
Right Toe - 10
Reflector - 11
Tail - 12
Tail - 13
Waist - 14
Bust - 15
Back - 16/17
Collar - 18/19
Left Shoulder - 1A
Left Shoulder - 1B
Left Sab? - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A
Left Zipper - 2B/2C
Neck - 2D
Head - 2E
Mouth - 2F
Eye Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab? - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Have - 3E
Right Thumb - 3F/40
Right Sab - 41
Right Zipper - 42/43
Throw - 44
:fox:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Reflector - 14
Tail - 15-17
Waist - 18
Bust - 19
Back - 1A
Left Shoulder - 1B
Left Shoulder - 1C
Left Arm - 1D
Left Sab - 1E
Left Hand - 1F
Left Pinky - 20/21
Left Ring - 22/23
Left Middle - 24/25
Left Index - 26/27
Left Hand - 28
Left Have - 29
Left Thumb - 2A/2B
Left Sab - 2C
Neck - 2D
Head - 2E
Mouth - 2F
Scope - 30
Right Shoulder - 31
Right Shoulder - 32
Right Arm - 33
Right Sab - 34
Right Hand - 35
Right Pinky - 36/37
Right Ring - 38/39
Right Middle - 3A/3B
Right Index - 3C/3D
Right Hand - 3E
Right Have - 3F
Right Thumb - 40/41
Right Sab - 42
Throw - 43
:ganondorf:
Hip - 6
Left Koshi? - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Koshi - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Cmant - 13-16
Lmant - 17-1A
Left Shoulder - 1B
Left KataPat? - 1C/1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Pinky - 21/22
Left Ring - 23/24
Left Middle - 25/26
Left Index - 27/28
Left Have - 29
Left Thumb - 2A/2B
Left Shoulder - 2C
Neck - 2D
Head - 2E
Rmant - 2F-32
Right Shoulder - 33
Right Katapat - 34/35
Right Shoulder - 36
Right Arm - 37
Right Hand - 38
Right Pinky - 39/3A
Right Ring - 3B/3C
Right Middle - 3D/3E
Right Index - 3F/40
Right Have - 41
Right Thumb - 42/43
Right Shoulder - 44
Throw - 45
:popo:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Left Shoulder - F/10
Left Arm - 11/12
Left Hand - 13
Left Mitten - 14/15
Left Have - 16
Hammer - 17/18
Left Thumb - 19/1A
Neck - 1B
Head - 1C
Hair - 1D
Mouth - 1E
Mouth Side - 1F
Right Shoulder - 20/21
Right Arm - 22/23
Right Hand - 24
Right Mitten - 25/26
Right Have - 27
Right Thumb - 28/29
Shirt Tail - 2A
Left Shirt Tail - 2B
Right Shirt Tail - 2C
Throw - 2D
:ike:
Hip - C
Left Leg - D
Left Knee - E
Left Foot - F
Left Toe - 10
Left Sune? - 11 (has to do with leg)
Left Targe? - 12 (has to do with leg)
Right Leg - 13
Right Knee - 14
Right Foot - 15
Right Toe - 16
Right Sune - 17
Right Tare - 18
Waist - 19
Bust - 1A
Cmant? - 1B-1E
Lmant? - 1F-22
Left Shoulder - 23
Katapat? - 24
Left Shoulder - 25
Left Arm - 26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Headband - 36-3C
Rmant? - 3D-40
Right Shoulder - 41
Right Shoulder - 42
Right Arm - 43
Right Hand - 44
Right Have - 45
SWORD - 46/47
Right Shoulder - 48
Throw - 49
:ivysaur:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Hand - 13
Left Thumb - 14
Neck - 15
Head - 16
Have - 17
Mouse - 18
Right Shoulder - 19/1A
Right Arm - 1B
Right Hand - 1C
Right Thumb - 1D
Grass - 1E
Back Leaf - 1F/20
Bad? - 21 (appears to be connected with flower)
Flower - 22-24
Front Leaf - 25/26
Left Leaf - 27/28
Left Vine - 29-2D
Right Leaf - 2E/2F
Right Vine - 30-34
Throw - 35
:jigglypuff:
Hip - 5
Body - 6
Body - 7
Hair - 8
Headitm - 9
Left Ear - A
Mouth - B-1C
Right Ear - 1D
Left Shoulder - 1E
Left Shoulder - 1F
Left Hand Ball - 20
Left Shoulder - 21
Left Arm - 22
Left Hand - 23
Left Have - 24
Right Shoulder - 25
Right Shoulder - 26
Right Hand Ball - 27
Right Shoulder - 28
Right Arm - 29
Right Hand - 2A
Right Have - 2B
Right Grip - 2C
Left Leg - 2D
Left Foot Ball - 2E
Left Leg - 2F
Left Knee - 30
Left Foot - 31
Left Foot - 32
Left Toe - 33
Left Toe - 34
Left Foot - 35
Right Leg - 36
Right Foot Ball - 37
Right Leg - 38
Right Knee - 39
Right Foot - 3A
Right Foot - 3B
Right Toe - 3C
Right Toe - 3D
Right Foot - 3E
Throw - 3F
:dedede:
Hip - 8
Left Leg - 9
Left Knee - A
Left Foot - B
Left Toe - C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Waist - 11
Bust - 12
Back - 13-15
Left Front - 16-19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Glove/Penguin Thingy - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hand - 23/24
Neck - 25
Head - 26
Lip Lower - 27/28
Lip Upper - 29/2A
Pompon - 2B
Right Front - 2C-2F
Right Shoulder - 30/31
Right Arm - 32
Right Hand - 33
Right Glove/Penguin Thingy - 34/35
Right Have - 36
Hammer - 37
Hammer Head - 38
Hammer Rotate - 39
Right Thumb - 3A/3B
Right Hand - 3C/3D
Waist - 3E
Throw - 3F
:kirby2:

Hip - 8
Body - 9
Body - A
Headitm - B
Mouth - C
Cheek - D
Hukumi - E
Mouth - F-1A
Left Shoulder - 1B/1C
Left Hand Ball - 1D
Left Shoulder - 1E
Left Arm - 1F
Left Hand - 20
Left Have - 21
Right Shoudler - 22/23
Right Hand Ball - 24
Right Shoulder - 25
Right Arm - 26
Right Hand - 27
Right Have - 28
Left Leg - 29
Left Foot Ball -2A
Left Leg - 2B
Left Knee - 2C
Left Foot - 2D/2E
Left Toe - 2F/30
Left Foot - 31
Right Leg - 32
Right Foot Ball - 33
Right Leg - 34
Right Knee - 35
Right Foot - 36/37
Right Toe - 38/39
Right Foot - 3A
Throw - 3B
:link2:
Hip - 6
Bag A - 7/8
Bag B - 9/A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Waist - 13
Bust - 14
Left Shoulder - 15/16
Left Arm - 17
Left Hand - 18
Ken? - 19-1C
Ken Model - 1D
Ken Edge - 1E
Left Pinky - 1F/20
Left Ring - 21/22
Left Middle - 23/24
Left Index - 25/26
Left Have - 27
Left Thumb - 28/29
Left Sab? - 2A (see Sab on Falco)
Neck - 2B
Head - 2C
Hat - 2D-30
Left Eye - 31
Left Hair - 32
Left Side - 33
Right Eye - 34
Right Hair - 35
Right Side - 36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Tate - 46/47
Right Sab - 48
Saya? - 49
Saya - 4A
SayaTate - 4B
Tate - 4C
SayaTuka - 4D
Ken - 4E
Throw - 4F
:lucas:
Hip - 5
Left Leg Joing - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Left Pants - A
Left Pants - B
Left Waist - C
Right left - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Pants - 11
Right Pants - 12
Right Waist - 13
Waist - 14
Bust - 15
Left Shoulder - 16
Left Shoulder - 17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A
Left Pinky - 1B
Left Ring - 1C
Left Ring - 1D
Left Middle - 1E
Left Middle - 1F
Left Index - 20
Left Index - 21
Left Have - 22
Left Thumb - 23
Left Thumb - 24
Left Shoulder - 25
Neck - 26
Head - 27
Hair - AWESOME!!! (28)
Hair End - 29
Mouth - 2A
Mouth - 2B
Mouth Side - 2C
Right Shoulder - 2D
Right Shoulder - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31
Right Pinky - 32
Right Ring - 33
Right Ring - 34
Right Middle - 35
Right Middle - 36
Right Index - 37
Right Index - 38
Right Have - 39
Stick! - 3A
Stick! - 3B
Right Thumb - 3C
Right Thumb - 3D
Right Shoulder - 3E
Waist - 3F
Throw - 40
:luigi2:
Hip - 9
Left Leg - A
Left Knee - B
Left Foot - C/D
Left Toe - E
Right Foot - F
Right Knee - 10
Right Foot - 11/12
Right Toe - 13
Waist - 14
Bust - 15
Left Shoulder - 16/17
Left Arm - 18
Left Hand - 19
Left Pinky - 1A/1B
Left Ring - 1C/1D
Left Middle - 1E/1F
Left Index - 20/21
Left Have - 22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:mario2:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D/E
Left Toe - F
Right Foot - 10
Right Knee - 11
Right Foot - 12/13
Right Toe - 14
Waist - 15
Bust - 16
Left Shoulder - 17/18
Left Arm - 19
Left Hand - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Thumb - 23/24
Left Hand - 25
Neck - 26
Head - 27
Hat - 28
Left Hige - 29
Mouth - 2A
Nose - 2B
Right Hige - 2C
Right Shoulder - 2D/2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Hand - 3C
Waist - 3D
Throw - 3E
:marth:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Saya? - 14/15
Tsuka? - 16/17
Waist - 18
Bust - 19
Cmant - 1A-1D
Lmant - 1E-21
Left Shoulder - 22
Left Shoulder Armor - 23
Left Shoulder - 24
Left Arm - 25/26
Left Hand - 27
Left Pinky - 28/29
Left Ring - 2A/2B
Left Middle - 2C/2D
Left Index - 2E/2F
Left Have - 30
Left Thumb - 31/32
Left Shoulder - 33
Neck - 34
Head - 35
Rmant - 36-39
Right Shoulder - 3A
Right Shoulder Armor - 3B
Right Shoulder - 3C
Right Arm - 3D/3E
Right Hand - 3F
Right Have - 40
Sword - 41
Sword Head - 42
Sword Blade - 43
Sword Grip - 44
Right Shoulder - 45
Throw - 46
:metaknight:
Hip - 5
Body - 6
Body - 7
HeadItm? - 8
Left Shoulder - 9
Left Shoulder Armor - A
Left Shoulder - B
Left Arm - C
Left Hand - D
Left Glove - E
Left Have - F
Left Thumb - 10
Left Thumb - 11
Mantbase? - 12-21
Right Shoulder - 22
Right Shoulder Armor - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Glove - 27
Right Have - 28
Sword - 29
Right Thumb - 2A
Right Thumb - 2B
Wingbase - 2C
Left Wing - 2D-37
Right Wing - 38-41
Left Leg - 42
Left Knee - 43 (lol)
Left Foot - 44
Left Toe - 45
Right Leg - 46
Right Knee - 47 (lol)
Right Foot - 48
Right Toe - 49
Throw - 4A
MetaMantle - 4B
:ness2:
Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Left Pants - C
Left Pants - D
Left Waist - E
Right Leg - F
Right Knee - 10
Right Foot - 11
Right Toe - 12
Right Pants - 13
Right Pants - 14
Right Waist - 15
Waist - 16
Bust - 17
Bag - 18
Left Shoulder
Left Shoulder - 1A
Left Arm - 1B
Left Hand - 1c
Left Pinky - 1D
Left Pinky - 1E
Left Ring - 1F
Left Ring - 20
Left Middle - 21
Left Middle - 22
Left Index - 23
Left Index - 24
Left Have - 25
Left Thumb - 26
Left Thumb - 27
Left Shoulder - 28
Neck - 29
Head - 2A
Cap - 2B
Mouth - 2C
Mouth - 2D
Mouth Side - 2E
Right Shoulder - 2F
Right Shoulder - 30
Right Arm - 31
Right Hand - 32
Right Pinky - 33
Right Pinky - 34
Right Ring - 35
Right Ring - 36
Right Middle - 37
Right Middle - 38
Right Index - 39
Right Index - 3A
Right Have - 3B
:olimar:

Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Right Leg - 9
Right Foot - A
Right Toe - B
Waist - C
Bag - D
Bust - E
Left Shoulder - F
Left Shoulder - 10
Left Arm - 11
Left Hand - 12
Left Finger#1 - 13
Left Finger#2 - 14
Left Have - 15
Left Thumb - 16
Left Hand - 17
Neck - 18
Antenna - 19-1E
Head - 1F
Eye - 20
Eye - 21
Nose - 22
Right Shoulder - 23
Right Shoulder - 24
Right Arm - 25
Right Hand - 26
Right Finger#1 - 27
Right Finger#2 - 28
Right Have - 29
Right Thumb - 2A
Right Hand - 2B
Waist - 2C
Throw - 2D
:peach:

Hip - 7
Left Leg - 8
Left Knee - 9
Left Foot - A
Left Toe - B
Right Leg - C
Right Knee - D
Right Foot - E
Right Toe - F
Skirt - 10-37
Waist - 38
Bust - 39
Collar - 3A
Left Shoulder - 3B
Left Shoulder - 3C
Left Arm - 3D
Left Arm - 3E
Left Hand - 3F
Left Pinky - 40/41
Left Ring - 42/43
Left Middle - 44/45
Left Index - 46/47
Left Have - 48
Club - 49
Crown - 4A
Pan - 4B
Racket - 4C
Left Thumb - 4D/4E
Left Shoulder - 4F
Neck - 50
Head - 51
Crown - 52
Hair - 53-56
Mouth - 57
Right Shoulder - 58
Right Shoulder - 59
Right Arm - 5A
Right Arm - 5B
Right Hand - 5C
Right Pinky - 5D/5E
Right Ring - 5F/60
Right Middle - 61/62
Right Index - 63/64
Right Have - 65
Right Thumb - 66/67
Right Shoulder - 68
Throw - 69
:pikachu2:
Hip - 5
Hip Sub - 6
Left Leg - 7
Left Knee - 8
Left Foot - 9
Left Toe - A
Left Leg - B/C
Right Leg - D
Right Knee - E
Right Foot - F
Right Toe - 10
Right Leg - 11/12
Tail - 13-16
Waist - 17
Body - 18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Finger - 1D
Left Thumb - 1E
Left Shoudler - 1F
Neck - 20
Hat - 21
Have - 22
Left Mimi - 23/24
Mouth - 25
Right Mimi - 26/27
Right Shoulder - 28/29
Right Arm - 2A
Right Hand - 2B
Right Finger - 2C
Right Thumb - 2D
Right Shoulder - 2E
Throw - 2F
:pit:
Hip - C/D
Clothes - E-13
Left Leg - 14
Left Knee - 15
Left Foot - 16
Left Toe - 17
Right Leg - 18
Right Knee - 19
Right Foot - 1A
Right Toe - 1B
Waist - 1C
Bust - 1D
Left Shoulder - 1E
Clothes - 1F
Left Shoulder - 20
Left Arm - 21
Left Hand - 22
Left Pinky - 23/24
Left Ring - 25/26
Left Middle - 27/28
Left Index - 29/2A
Left Have - 2B
Sheild - 2C/2D
Left Weapon - 2E/2F
Weapon Yumi - 30
Left Thumb - 31/32
Ring 1 - 33/34
Ring 2 - 35/36
Left Shoulder - 37
Neck - 38
Head - 39
Right Shoulder - 3A
Clothes - 3B
Katanuno - 3C
Right Shoulder - 3D
Right Arm - 3E
Right Hand - 3F
Right Pinky - 40/41
Right Ring - 42/43
Right Middle - 44/45
Right Index - 46/47
Right Have - 48
Right Weapon - 49/4A
Right Weapon Nagi - 4B/4C
Right Weapon Yumi - 4D/4E
Right Thumb - 4F/50
Right Shoulder - 51
Wing - 52
Left Wing - 53-56
Right Wing - 57-5A
Throw - 5B
:samus2:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Kutu? - 9
Left Toe - A
Right Leg - B
Right Knee - C
Right Foot - D
Right Kutu - E
Right Toe - F
Waist - 10
Bust - 11
Left Shoulder - 12
Left Kata Sin - 13
Left shoulder Sphere - 14
Left Shoulder - 15
Left Arm - 16
Left Hand - 17
Left Pinky - 18/19
Left Ring - 1A/1B
Left Middle - 1C/1D
Left Index - 1E/1F
Left Have - 20
Left Thumb - 21/22
Left Hiji - 23 (appears to be with arm)
Neck - 24
Head - 25/26
Right Shoulder - 27
Right Kata Sin - 28
Right Shoulder Sphere - 29
Right Shoulder - 2A
Right Arm - 2B
Gun - 2C
Right Hiji - 2D
Sphere - 2E
Throw - 2F
:shiek:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Sword - E
Waist - F
Bust - 10
Left Shoulder - 11
Left Shoulder - 12
Left Arm - 13
Left Arm - 14
Left Hand - 15
Left Pinky - 16/17
Left Ring - 18/19
Left Middle - 1A/1B
Left Index - 1C/1D
Left Have - 1E
Left Thumb - 1F/20
Left Shoulder - 21
Left Sode? - 22
Neck - 23
Head - 24
Left Front Hair - 25
Pony - 26-29
Right Front Hair - 2A
Muffler - 2B
Right Shoulder - 2C
Right Shoulder - 2D
Right Arm - 2E
Right Arm - 2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Right Sode - 3D
Throw - 3E
:snake:
Hip - D
Body - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12/13
Left Hand - 14
Left Pinky - 15/16
Left Ring - 17/18
Left Middle - 19/1A
Left Index - 1B/1C
Left Have - 1D
Left Thumb - 1E
Left Shoulder - 1F
Neck - 20
Head - 21
Bandana - 22-2B
Right Shoulder - 2C/2D
Right Arm - 2E/2F
Right Hand - 30
Right Pinky - 31/32
Right Ring - 33/34
Right Middle - 35/36
Right Index - 37/38
Right Have - 39
Right Thumb - 3A/3B
Right Shoulder - 3C
Left Leg - 3D
Left Knee - 3E
Left Foot - 3F
Left Toe - 40
Right Leg - 41
Right Knee - 42
Right Foot - 43
Right Toe - 44
Throw - 45
:sonic:
Hip - 15
Left Leg - 16
Left Knee - 17
Left Foot- 18
Left Toe - 19
Right Leg - 1A
Right Knee - 1B
Right Foot - 1C
Right Toe - 1D
Tail - 1E
Waist - 1F
Bust - 20
Left Fin? - 21
Left Shoulder - 22
Left Arm - 23
Left Hand - 24
Left Pinky - 25/26
Left Ring - 27/28
Left Middle - 29/2A
Left Index - 2B/2C
Left Have - 2D
Left Thumb - 2E/2F
Left Hand - 30
Neck - 31
Down Sting - 32/33
Eyelid - 34
Left Sting - 35-38
Right Sting - 39-3C
Up Sting - 3D-3F
Right Fin - 40
Right Shoulder - 41
Right Arm - 42
Right Hand - 43
Right Pinky - 44/45
Right Ring - 46/47
Right Middle - 48/49
Right Index - 4A/4B
Right Have - 4C
Right Thumb - 4D/4E
Sphere - 4F/50
Throw - 51
:squirtle:

Hip - 5
Bust - 6
Head - 7
Have - 8
Head - 9
Jaw - A/B
Head - C
Left Shoulder - D/E
Left Arm - F
Left Hand - 10
Left Dummy Have - 11
Left Finger#1 - 12
Left Finger#2 - 13
Left Finger#3 - 14
Left Shoulder - 15
Neck - 16
Right Shoulder - 17/18
Right Arm - 19
Right Hand - 1A
Right Dummy Have - 1B
Right Finger#1 - 1C
Right Finger#2 - 1D
Right Finger#3 - 1E
Right Shoulder - 1F
Left Leg - 20
Left Knee - 21
Left Foot - 22
Left Toe - 23
Left Leg - 24
Right Leg - 25
Right Knee - 26
Right Foot - 27
Right Toe - 28
Right Leg - 29
Shell - 2A
Tail - 2B-2D
Throw - 2E
:toonlink:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Rigth Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Left Shoulder - 10/11
Left Arm - 12
Left Sab - 13
Left Hand - 14
Ken - 15-18
Ken Model - 19
Ken Edge - 1A
Left Pinky - 1B/1C
Left Ring - 1D/1E
Left Middle - 1F/20
Left Index - 21/22
Left Hand - 23
Left Have - 24
Left Thumb - 25/26
Left Sab - 27
Neck - 28
Head - 29
Hat - 2A-2D
Left Hair - 2E-30
Left Side - 31/32
Left Hair - 33-35
Right Side - 36/37
Right Shoulder - 38/39
Right Arm - 3A
Right Sab - 3B
Right Hand - 3C
Right Pinky - 3D/3E
Right Ring - 3F/40
Right Middle - 41/42
Right Index - 43/44
Right Hand - 45
Right Have - 46
Right Thumb - 47/48
Tate - 49/4A
Right Sab - 4B
Saya - 4C/4D
Saya Tate - 4E
Tate - 4F
Saya Tuka - 50
Ken - 51
Throw - 52
:wario:
Hip - 5
Left Leg - 6
Left Knee - 7
Left Foot - 8
Left Toe - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Waist - E
Bust - F
Jacket - 10-18
Left Shoulder - 19/1A
Left Arm - 1B
Left Hand - 1C
Left Pinky - 1D/1E
Left Ring - 1F/20
Left Middle - 21/22
Left Index - 23/24
Left Have - 25
Left Thumb - 26/27
Left Shoulder - 28
Left Sleeve - 29-2B
Neck - 2C
Head - 2D
Left Ear - 2E
Left Mustache - 2F
Left Neck Band - 30/31
Mandible - 32
Right Ear - 33
Right Mustache - 34
Right Neck Band - 35/36
Right Shoulder - 37/38
Right Arm - 39
Right Hand - 3A
Right Pinky - 3B/3C
Right Ring - 3D/3E
Right Middle - 3F/40
Right Index - 41/42
Right Have - 43
Right Thumb - 44/45
Right Shoulder - 46
Right Sleve - 47-49
Waist - 4A-4D
Throw - 4E
:wolf:
Hip - B
Left Leg - C
Left Knee - D
Left Foot - E
Left Toe - F
Right Leg - 10
Right Knee - 11
Right Foot - 12
Right Toe - 13
Tail - 14-16
Waist - 17
Bust - 18
Backpack - 19
Left Shoulder - 1A/1B
Left Arm - 1C
Left Hand - 1D
Left Pinky - 1E/1F
Left Ring - 20/21
Left Middle - 22/23
Left Index - 24/25
Left Hand - 26
Left Have - 27
Left Thumb - 28/29
Left Sab - 2A
Left Shoulder Pad - 2B
Neck - 2C
Head - 2D
Mouth - 2E
Right Shoulder - 2F/30
Right Arm - 31
Right Hand - 32
Right Pinky - 33/34
Right Ring - 35/36
Right Middle - 37/38
Right Index - 39/3A
Right Hand - 3B
Right Have - 3C
Blaster - 3D/3E
Blaster Cylinder - 3F
Blaster Ejection Port - 40
Blaster Firing Hammer - 41
Blaster Sight - 42
Blaster Trigger - 43
Right Thumb - 44/45
Right Sab - 46
Right Shoulder Pad - 47
Throw - 47
:yoshi2:
Hip - 4
Left Leg - 5
Left Knee - 6
Left Foot - 7
Left Toe - 8
Left Leg - 9
Right Leg - A
Right Knee - B
Right Foot - C
Right Toe - D
Right Leg - E
Spine - F
Shell 10-12
Tail - 13-15
Waist - 16
Bust - 17
Left Shoudler - 18/19
Left Arm - 1A
Left Hand - 1B
Left Pinky - 1C/1D
Left Ring - 1E/1F
(No middle finger)
Left Index - 20/21
Left Have - 22
Left Thumb - 23
Neck - 24
Head - 25
Cheek - 26
Chin - 27/28
Fat - 29
Hana - 2A
HeadItm - 2B
Left Eye - 2C-2F
Left Eyelid - 30-35
Right Eye - 36-39
Right Eyelid - 3A-3E
Right Shoulder - 3F/40
Right Arm - 41
Right Hand - 42
Right Pinky - 43/44
Right Ring - 45/46
Right Index - 47/48
Right Have - 49
Right Thumb - 4A/4B
Tamago - 4C
Throw - 4D
:zelda:
Hip - A
Left Leg - B
Left Knee - C
Left Foot - D
Left Toe - E
Maekake? - F/10
Right Leg - 11
Right Knee - 12
Right Foot - 13
Right Toe - 14
Skirt - 15-34
Waist - 35
Bust - 36
Left Shoulder - 37
Left Shoulder Armor - 38
Left Shoulder - 39
Left Arm - 3A/3B
Left Hand - 3C
Left Pinky - 3D/3E
Left Ring - 3F/40
Left Middle - 41/42
Left Index - 43/44
Left Have - 45
Left Thumb - 46/47
Left Shoulder - 48
Neck - 49
Head - 4A
Hair - 4B-4E
Left Momi - 4F-51
Right Momi - 52-54
Right Shoulder - 55
Right Shoulder Armor - 56
Right Shoulder - 57
Right Arm - 58/59
Right Hand - 5A
Right Pinky - 5B/5C
Right Ring - 5D/5E
Right Middle - 5F/60
Right Index - 61/62
Right Have - 63
Right Thumb - 64/65
Righ Shoulder - 66
Throw - 67
:zerosuitsamus:
Hip - B
Body - C
Bust - D
Left Shoulder - E
Left Shoulder - F
Left Arm - 10
Left Arm - 11
Left Hand - 12
Left Pinky - 13/14
Left Ring - 15/16
Left Middle - 17/18
Left Index - 19/1A
Left Have - 1B
Left Thumb - 1C/1D
Left Shoulder - 1E
Neck - 1F
Head - 20
Hair - 21
Left Momi? - 22 (I assume this involves hair)
Left Momi - 23
Ponytail - 24-26
Right Momi - 27
Right Momi - 28
Right Shoulder - 29
Right Shoulder - 2A
Right Arm - 2B
Right Arm - 2C
Right Hand - 2D
Right Pinky - 2E/2F
Right Ring - 30/31
Right Middle - 32/33
Right Index - 34/35
Right Have - 36
Rigth Thumb - 37/38
Right Shoulder - 39
Left Leg - 3A
Left Knee - 3B
Left Foot - 3C
Left Toe - 3D
Right Leg - 3E
Right Knee - 3F
Right Foot - 40
Right Toe - 41
Throw - 42


gfx visual dictionary
http://www.youtube.com/watch?v=_-mwMQQHDn0

List of Action IDs

000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 begin to grab ledge (AA added) [if forced in air, puts you in fall1 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins to teeter off a ledge (AA added)
07D teetering off a ledge (AA added)
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

C7: Enter grounded state
C8: In grounded state
C9: Exit grounded state
CA: Frozen state
CB: Exiting frozen state

0BD Death
*0BE Respawn

EC: In Yoshi's Egg (Egg Lay victim)

0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 Loss
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
Working on converting Cape's hitbox work into a readable format atm, this will take a while but I'll add it as I get stuff finished. I will not copy-paste his work here before asking him. Seeing as I'm his go-to guy for data he probably will.


Brawl Weight Modifiers

1.20 Bowser
1.16 Donkey Kong
1.13 Snake
1.12 King Dedede
1.10 Charizard
1.09 Ganondorf
1.08 Samus
1.07 Wario / Yoshi
1.06 R.O.B.
1.05 Ike
1.04 Captain Falcon / Link
1.02 Wolf
1.00 Ivysaur / Lucario
0.98 Mario
0.97 Luigi
0.95 Sonic
0.94 Lucas / Ness / Pit
0.93 Diddy Kong
0.92 Ice Climbers / Toon Link
0.90 Peach
0.87 Marth
0.85 Sheik / Zelda
0.82 Falco / Olimar
0.81 Zero Suit Samus
0.80 Fox
0.79 Metaknight / Pikachu
0.78 Kirby
0.75 Game & Watch / Squirtle
0.68 Jigglypuff



Magus gave me my first research project and the rest is history: Throw information said:

You should probably find the release frames and 1st actionable frames for weight dependant throws against Ivysaur/Lucario as they have a 1x multiplier (weight of 100 in PSA). Then knowing that you should be able to freely calculate it being used on any of the other characters if you wanted.

This is my thread that includes throw frame data for Melee:
http://www.smashboards.com/showthread.php?t=206469



The actual slowdown/speedup effect on the animation's progression is a result of: 100/Weight

So with a weight value of 120 (Bowser), the animation will progress by 0.8333... for every 1 in-game frame that passes. If an event occurs on 10.000 of the animation, it would instead happen on frame 12 in the game.

The animation would progress like so:
0.833, 1.667. 2.500, 3.333, 4.167, 5.000, 5.833, 6.667, 7.500, 8.333, 9.167, 10.000 (event)



You can shortcut the entire process by simply taking the frame the event takes place on and multiplying it by their Weight/100 (Bowser would be a 1.200 multiplier), and then rounding UP to the next frame.

So something taking place on 14.000 of the animation would happen on frame 17 for Bowser
(14 x 1.2 -> 16.8 -> 17)



Example:

***A throw releases on frame 14.000 of the animation and you can shield starting on frame 32.000 (Marth's Melee f-throw).***

When used on Lucario the animation would progress like so:
1.000, 2.000, 3.000, 4.000, ...[snip]... 13.000, 14.000 (release), 15.000, 16.000, ...[snip]... 31.000, 32.000 (1st actionable frame)

Resulting in 18 frames of lag (frames 14 through 31 inclusive)

Which could be easily calculated with:
(32 x 1.00 -> 32) - (14 x 1.00 -> 14) = 18
32 - 14 = 18




When that same throw is used on Bowser it would go:
0.833, 1.667. 2.500, 3.333, 4.167, ...[snip]... 12.500, 13.333, 14.167 (release), 15.000, 15.833, ...[snip]... 30.833, 31.667, 32.500 (1st actionable frame)

Resulting in 22 frames of lag

Calculation:
(32 x 1.20 -> 38.4 -> 39) - (14 x 1.20 -> 16.8 -> 17) = 22
39 - 17 = 22

Some notes from me on throw data:

•the hitstun on all throws is roughly consistent across the cast at 0% (~same number of frames of stun). As would be expected, the hitstun growth rate varies by character.

•Throws with internal damage (ie, more than one hit) have a set amount of lag after the release point (I calculate the "lag" based on the frame the last hits damage is applied on... if you need clarification talk to me on AIM. This is the best and easiest way to find lag on throws).

•Throws without internally applied damage (single hit) have lag that varies (∂W) across the cast. Testing these is a nightmare and as such I'm only going to be testing a few characters single hit throws.

example of preliminary throw frame data test results from an earlier B+ set: kirby selected arbitrarily but I've done all of the characters at least once.
Code:
Kirby	f-throw	[62-45=17]*	b-throw	[46-33=13]*	up-throw [80-51=29]*	d-throw	[90-60=30]	
	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0	HS@0	Lag	Adv @0
DK	32	19	13	42	15	27	41	33	8	41	30	11
Snake	32	20	12	42	14	28	41	33	8	41	30	11
Bowser	32	19	13	42	15	27	41	32	9	41	30	11
DDD	32	19	13	42	15	27	41	32	9	41	30	11
Zard	32	19	13	42	14	28	41	31	10	41	30	11
Ganon	32	18	14	42	15	27	41	32	9	41	30	11
Samus	32	18	14	42	14	28	41	31	10	41	30	11
Wario	32	18	14	42	14	28	41	31	10	41	30	11
Yoshi	32	18	14	42	14	28	41	31	10	41	30	11
Rob	32	18	14	42	14	28	41	30	11	41	30	11
Ike	32	18	14	42	14	28	41	30	11	41	30	11
CF	32	18	14	42	13	29	41	30	11	41	30	11
Link	32	18	14	42	13	29	41	30	11	41	30	11
Wolf	32	18	14	42	13	29	41	29	12	41	30	11
Ivy	32	17	15	42	13	29	41	29	12	41	30	11
Lucario	32	17	15	42	13	29	41	29	12	41	30	11
Mario	32	16	16	42	13	29	41	29	12	41	30	11
Luigi	32	17	15	42	12	30	41	28	13	41	30	11
sonic	32	16	16	42	12	30	41	27	14	41	30	11
Lucas	32	16	16	42	12	30	41	28	13	41	30	11
Ness	32	16	16	42	12	30	41	28	13	41	30	11
Pit	32	16	16	42	12	30	41	28	13	41	30	11
dK	32	16	16	42	12	30	41	27	14	41	30	11
IC	32	16	16	42	12	30	41	27	14	41	30	11
TL	32	16	16	42	12	30	41	27	14	41	30	11
Peach	32	15	17	42	12	30	41	26	15	41	30	11
Marth	32	14	18	42	12	30	41	25	16	41	30	11
Sheik	32	14	18	42	11	31	41	24	17	41	30	11
Zelda	32	14	18	42	11	31	41	24	17	41	30	11
Falco	32	14	18	42	10	32	41	24	17	41	30	11
Olimar	32	14	18	42	10	32	41	24	17	41	30	11
ZSS	32	14	18	42	11	31	41	23	18	41	30	11
Fox	32	14	18	42	10	32	41	23	18	41	30	11
MK	32	13	19	42	10	32	41	23	18	41	30	11
Pikachu	32	13	19	42	10	32	41	23	18	41	30	11
Kirby	32	13	19	42	10	32	41	23	18	41	30	11
GW	32	13	19	42	10	32	41	21	20	41	30	11
Squirt	32	13	19	42	10	32	41	21	20	41	30	11
JP	32	12	20	42	9	33	41	20	21	41	30	11


The most important thing you will ever learn about frame advance data mining:

Veril said:
OK, time to share something kinda boring but really useful.

Counting frames is incredibly tedious and a waste of time. If you're collecting data that requires frame-advance rather than PSA (say you're finding shield or hitstun data) its a lot easier if you give a frame value to the clock timer. What I like to do to make things easiest for me is to have the initial input frames for whatever I'm testing occur on the x:00 mark.

So I made this little chart for easy conversions:
Code:
Time	Frame			
x:00	0			
98	1		48	31
96	2		46	32
95	3		45	33
93	4		43	34
91	5		41	35
90	6		40	36
88	7		38	37
86	8		36	38
85	9		35	39
83	10		33	40
81	11		31	41
80	12		30	42
78	13		28	43
76	14		26	44
75	15		25	45
73	16		23	46
71	17		21	47
70	18		20	48
68	19		18	49
66	20		16	50
65	21		15	51
63	22		13	52
61	23		11	53
60	24		10	54
58	25		8	55
56	26		6	56
55	27		5	57
53	28		3	58
51	29		1	59
50	30		x+1:00	60
Ex. lets say I'm finding throw data.

I'll grab Lucario (with his weight mod of 0) at the desired % with the character in question. Let the timer run down to the xx:00 mark (seconds:milliseconds), and input the throw on that frame. I than have a point of reference and can really easily gather the rest of the data by buffering shield to determine the IASA, alternating jump and tap-jump to determine the escape frame, watching the damage marker to determine release frame... and I can play with DI or teching etc etc etc... you see how this is way easier than counting frames when you're doing close to a thousand tests minimum.
How to find stuff in frame advance

Grounded IASA: buffer shield
Aerial IASA or escape frame: alternate jump and tap jump

With finding the hitstun escape frame its best to make sure the opponent is thrown offstage, otherwise you'll find the "first techable frame" which you may also want depending on the throw.

If you are gathering hitstun data:
-hitstun = Escape frame - Release frame
-keep in mind its % and character dependent
-most characters suffer equal hitstun from a move at 0%.
-moves with a high bkb to KBG ratio will have more consistent hitstun values across the cast and %.

If you are gathering ONLY advantage data on a throw:
-Advantage on a non-teched throw= Escape frame (thrown character) - First actionable frame.
-keep in mind that weight dependent throws will yield different FAFs based on character thrown.

obviously Advantage also = (hitstun + release frame) - First actionable frame.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
shield breakdown moved elsewhere...


Degrees of Pressure: block traps and forced Yomi


Because most shield comboing moves have landing frame based advantages, one frame can make a huge difference in the kind of pressure a move exerts on the shield. *Note: Brawl doesn't have shield combos. It does have a few shield-drop frame traps however. Lucas's nair, Peach's fair, MK's f-tilt.

Shield comboing: 2 or more hits that actually lock the person in shieldstun, making escape impossible. The advantage from the linking move must be greater than the startup from the followup.

Shield drop combo: startup of the followup < The advantage vs. OOSDL options is < the startup + 7 (assuming no faster jump-canceled option exists, character dependent obv)

Locked in shield: when executed perfectly yield a positive advantage on block. Many SHFFl aerials to buffered jab can do this in B+ (Lucas autocancel nair to d-tilt for example).

Blockstring: none of the OOS options or shield drop options beat out a given move so the player will either suffer a hit to the shield or be affected.

Forced Yomi to ___: only certain OOS options are actual possible vs. a set of pressuring moves. These are the most interesting to look at imo.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
credit to Cape for the raw hitbox data (ex. 14115330 00169033 props to anyone who knows what that is), sorted and converted to a more accessible format (than code obv) by me. I'm gonna do this for most of the characters. "makes note to add in which of these hitbubbles code for separate hits vs. strong/weak/different angle hitbubbles."

Code:
Bowser	hitbox data (vbrawl)
				

	damage	kbg	bkb	element	 angle
1st Jab					
1	5	100	0	2	30
2	5	100	0	2	50
3	5	100	0	2	83
					
2nd Jab					
1	5	100	50	2	361
					
Dash-A					
1	11	30	120	0	80
2	8	30	80	0	80
					
f-tilt					
1	11	83	45	0	361
					
u-tilt					
1	12	97	55	2	100
					
d-tilt					
1	14	100	20	2	361
2	11	100	12	2	361
					
f-smash					
1	10	130	30	0	60
2	23	81	25	0	361
3	21	81	22	0	60
					
u-smash					
1	20	80	23	2	90
2	15	90	23	2	70
3	15	90	23	2	118
4	12	100	60	0	90
5	10	100	60	0	74
					
d-smash					
1	2	50	24	2	150
2	2	50	24	2	190
3	9	140	24	2	65
					
n-air					
1	13	80	20	0	361
2	9	80	20	0	361
					
f-air					
1	13	80	40	2	361
2	12	80	40	2	361
3	11	80	40	2	361
					
Bair:					
1	15	83	25	2	25
2	7	100	35	2	361
					
Uair:					
1	17	93	35	0	85
					
Dair:					
1	3	100	0	2	80
ground	3	100	10	2	270
					
neutral-b					
1	2	31	9	5	55
2	1	20	9	5	55
					
Side B:					
1	13	80	60	2	70
air	13	80	60	2	361
					
UpB:					
ground	11	80	70	0	80
2	5	50	80	2	90
3	3	50	50	3	70
					
air	10	60	80	0	80
2	3	20	50	2	84
3	2	20	50	2	84
					
DownB:					
1	4	100	0	0	85
2	20	75	45	0	76
3	20	75	45	0	76
4	11	72	60	0	76
					
Ledge attack					
<100%	8	100	0	0	361
>100%	10	100	0	0	361
					
Getup Attack:					
1	6	50	80	0	361
					
Grab attack:					
1	3	100	0	0	80
I made an excel spreadsheet for easy use: http://www.mediafire.com/?fzmwtzlmnyt

Edit: I also made one for Basic frame data: http://www.mediafire.com/?z3iywakimwt
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Pierce7d

Wise Hermit
Joined
Dec 20, 2006
Messages
6,289
Location
Teaneck, North Bergen County, NJ, USA
3DS FC
1993-9028-0439
Sweet, I read all of that, and understood that which wasn't code (which I hope to learn)

Just to clarify, when you input an action from shield, such as grab or roll, does the shield drop on frame 1, and the action come out on whatever frame it's supposed to come out on?
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
OOS action comes out instantaneously if you aren't in Shield hitlag or stun.

Shield drop actions take an additional 7 frames if performed perfectly, but keep in mind buffering issues prior to shield-drop.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
*Cough* Ignore This

Placeholders :3c

This is for when I need to insert posts into the thread. Instead of doing reserves, I'll just move these posts over so I don't delete anyone else's comments.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
*Cough* Ignore This

Placeholders :3c

This is for when I need to insert posts into the thread. Instead of doing reserves, I'll just move these posts over so I don't delete anyone else's comments.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
*Cough* Ignore This

Placeholders :3c

This is for when I need to insert posts into the thread. Instead of doing reserves, I'll just move these posts over so I don't delete anyone else's comments.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
*Cough* Ignore This

Placeholders :3c

This is for when I need to insert posts into the thread. Instead of doing reserves, I'll just move these posts over so I don't delete anyone else's comments.
 
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