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The Unofficial Super Smash Bros Balancing Committee- Anything and everything!

Ze Diglett

Smash Champion
Writing Team
Joined
Dec 7, 2014
Messages
2,809
Location
Rivals 2
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ZeDiglett
...wow. I just looked at the changelist PDF in the OP, and it looks like the people in this thread pretty much hit the nail on the head. That said, I do have a few minor changes to suggest to some characters I like to use (and sorry if they've already been suggested, I read through the changelist PDF and didn't see them there), the first of which being to remove the knockback growth on the first hit of G&W's Uair. Simply put, it has no reason to be there at all and all it does is make it harder to link into the second hit at crucial %'s. The next few changes are for my man R.O.B.: first of all, revert the Uthrow nerf from 1.0.6. It was frankly unnecessary and I don't really know who was asking for it in the first place. Second, and this might come off as an unnecessary change, but please save my boy's Side-B. As-is, it's simply way too high risk for too little reward. You'll be hard-pressed to find a way to use this move effectively even in a casual game, let alone a serious match. I'd say speeding up the move's animation considerably oughta patch it up to the point of being considerable for use.
Overall, though, good work. If that changelist PDF is any indication, this thread is doing God's work every day.
 
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Tizio Random

Smash Journeyman
Joined
Sep 7, 2015
Messages
478
Location
Italy
NNID
TizioRandom
Switch FC
SW 1700 2165 1827
I have an entire Word document about the changes I would do to the roster to balance things out but it needs a great revision as it is outdated according to me.

By the way, what I wrote about :4diddy: was:
Diddy’s most overpowered trait is the incredible amount of set-ups and kill confirms he has that are all very safe. Removing Dtilt > Upsmash and Uptilt KO potential makes him more reliant on his banana and mixups while the Monkey Flip and Fair nerfs make his approaches less safe.
  • Dtilt KBG 75 > 90, angle 50/60 > 30/40
  • Uptilt KBG 150 > 120
  • Slightly shrunk Fair hitbox size
  • Reduced Monkey Flip travelled distance by 1/3
It's not much but considering that this document also greatly buffs many lower tiered characters, I think it can be fine. I can see nerfs to some of his throws, tho.

Also, some changes to our favourite characters (under spoiler because long text):
:4bayonetta:
The major problem with Bayonetta is that her risk/reward is totally skewed in favour of the second one. Her triple jump gives her a recovery that is almost unbeatable and ungimpable alongside the best punish game in the game (no pun intended) because she can bring you to the blastzone with ease. These nerfs should make her early kills almost impossible and leave more openings to punish her.
  • Removed Triple Jump Glitch (or whatever it is)
  • Nair active hitbox frames 9-17 > 9-14 and Nair (late) active hitbox frames 18-25 > 15-20
  • Fair 1 FAF 27 > 35 unless cancelled by Fair 2
  • Witch Time now scales accordingly to the knockback that the attack deals (Example: jabs and tilts stop you for 40 or so frames while charged smashes for 300, I would have given a formula but it’s too complicated
  • Bat Within starts on frame 2 instead of frame 1 on airdodges and spotdodges
  • Landing lag for using specials in the air is changed according to the values in spoiler:
Up B = 19 (unchanged)
Side B = 20 (unchanged)
Side B > Up B = 20 > 24
Up B > Side B = 26 > 30
Side B x2 = 30 > 38
Up B x2 = 32 > 40
Side B x2 + Up B x2 = 43 > 54


:4cloud2:
The best way to change Cloud would be to rework his Down B because charging limit is a mechanic that forces the opponent to approach and gives Cloud a stronger neutral game than he should. Since I can’t change his moveset completely, I opted for a nerf to his air speed, the biggest reason he is so threatening. Also, his air speed greatly mitigates his supposedly biggest weakness in his recovery. His aerials were touched to make it possible for characters to actually get near him and land. Lastly, Limit Cross Slash was nerfed to not be a kill move. The reason of this last choice was to balance the purpose of all his specials having a strong projectile, a strong damage-dealing move, a strong recovery and a strong finisher.
  • Air speed 1.1 > 0.98
  • Upair (late) hitbox 10-25 > 10-22 and autocancel 26 onwards > 32 onwards
  • Dair (late) hitbox 14-42 > 14-36
  • Bair hitbox size shrunk
  • Limit Cross Slash redesigned to be hard damage hitter instead of a kill move:
  1. Last hit KBG 153 > 76
  2. FAF 61 > 74
  3. All hits now deal more damage (6, 6, 4, 4, 13) and BKB adjusted to still connect
  • Untechable non-limit Up B on frames 18-27 completely removed

:rosalina:
Rosalina & Luma is an interesting character because of the dual nature of the fighter. Still, Luma has clearly overpowered knockback, so the first thing to do to to balance him in the best way possible is to make him not affected at all by the rage effect. Also, Luma is greatly unbalanced because some characters can dispose him in seconds while others have to deal with him for a great amount of time, so I removed the mechanic that makes a tumbled Luma dying offstage even at 0. The ideal balance would be that Rosalina & Luma being the best character in the game while solo Rosa being the worst. I greatly increased Luma respawn time so people have to actually play with only Rosa and generally nerfed the knockback or duration of some moves to be more fair.
  • Changes in Luma mechanics:
  1. Luma isn’t affected by rage
  2. Luma will not die if it is sent offstage in tumble, it will be KO’d only when his HP reach 0 (so after he receives 50%)
  3. Luma rapid jab hitbox size decreased to not being disjointed
  4. Uptilt (Luma, early) BKB 120 > 80
  5. Upair (Luma) BKB 110 > 80
  6. Dair (Luma) KBG 110 > 90
  7. Luma has a respawn time of 42 seconds
  • Upair (late) of Rosalina active frames 22-29 > 22-25, KBG 98 > 80
  • Dair (late) of Rosalina active frames 26-32 > 26-28

:4sheik:
Sheik is basically a fine character because of her amazing neutral mitigated by a difficulty to kill and a high learning curve, but there’s still one thing that irks me: her recovery is just impossible to challenge. So, I gave Vanish a narrower intangibility window, less distance and removed her kill potential and reappearance hitbox so characters can at least try challenge her offstage not in vain. Buff to her bair because it doesn't make sense that move is so weak even at 150%. I also removed her Side B free fall because it also makes no sense.
  • Vanish:
  1. Intangibility 19-53 > 27-53
  2. Travels 2/3 of the current distance
  3. KBG 102 > 40
  4. Removed Vanish (reappear) hitbox
  • Bair (early) KBG 100 > 115
  • Removed Burst Grenade causing free fall

I will do other characters when I want, especially those who need buffs
 
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Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
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Mushroom Kingdom
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TPitch5
3DS FC
5327-1637-5096
I know that I've brought up my adjustments to Palutena on the previous page, but a couple weeks ago, I did make some additional adjustments to Counter so that its start-up lag and ending lag are shorter. As for the counterattack, it now has only one large hitbox, so you no longer have to worry about landing the sweetspot, as there are no sourspots.
Code:
0xACA0F21E
	Body_Collision(State=0x1)
	Asynchronous_Timer(Frames=5)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x30, Size=9, X=0, Y=10.5, Z=9, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=10.5, Z2=20)
	Asynchronous_Timer(Frames=7)
	Body_Collision(State=0x0)
	Asynchronous_Timer(Frames=8)
	Remove_All_Hitboxes()
	Script_End()

0xA636F804
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.375)
	Asynchronous_Timer(Frames=9)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=10)
	Bit_Variable_Set(Variable=0x2100000E)
	Body_Collision(State=0x1)
	Asynchronous_Timer(Frames=17)
	Body_Collision(State=0x0)
	Asynchronous_Timer(Frames=32)
	Bit_Variable_Clear(Variable=0x2100000E)
	Asynchronous_Timer(Frames=33)
	Set_Frame_Duration(Speed=0.7619048)
	Script_End()
Counter window becomes active on frame 5, and the animation lasts for 60 frames, instead of 75 frames.
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
I can tell you that my adjustments to Ganondorf's u-air make it just about as strong as Donkey Kong's u-air, in terms of damage and knockback. The two attacks even KO Mario at roughly the same damage percentage (117%) when he's on top of Battlefield's center platform. I guess for the most part, the u-air now works as a way to juggle fighters around.

As for the u-smash, the KBG buff is mostly a minor buff, with the sourspot KOing Mario at around 88% damage when uncharged.
I just don't understand why U-air needs to be vertical in the first place. Sure, it would be nice to have another vertical kill move, but U-smash is already good enough, especially if you give that move the buff you suggest. Plus, the new U-air wouldn't be useful at all in the mid percents where it doesn't kill or combo, since he's not that good at anti-airing and instead much better at horizontal followups and edgeguards.

As for U-smash, I guess the KBG thing is fine, but he doesn't need even more range on that move. It's already fantastic due to how safe it is, it shouldn't be even safer lest it become overpowered.



I also feel like I need to justify the Diddy Kong D-air nerf that I stated earlier, since no one else (including Tizio Random, with whom I mostly agree) seems to notice how big of a problem it is:

Do you ever wonder why you see ZeRo go for this move so much offstage? It's because it's the only killing D-air in the game that ALWAYS spikes, even when the sourspot lands. Plus, it autocancels all the way up to the frame where it's active, and the actual spike itself is pretty deadly, especially if the sweetspot hits (see game 3 of ZeRo vs. Ranai at EVO 2017). Because of these properties, Diddy can just throw out this move wherever he wants and force the opponent to respect him way too much lest they get immediately put into a big disadvantage or outright killed, even though it only lasts a frame. No other spike in the game demands this much respect from the opponent for even grazing any of its hitboxes. This is why I want the sweetspot to be weaker and the sourspot to not spike, so he can't kill stupidly early off an easy-to-land move.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
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Messages
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I just don't understand why U-air needs to be vertical in the first place. Sure, it would be nice to have another vertical kill move, but U-smash is already good enough, especially if you give that move the buff you suggest. Plus, the new U-air wouldn't be useful at all in the mid percents where it doesn't kill or combo, since he's not that good at anti-airing and instead much better at horizontal followups and edgeguards.
I guess for the most part, I simply wanted to give Ganondorf an additional vertical KO move option. The u-air does execute quicker than the u-smash, and giving it more vertical knockback would at least help Ganondorf take out the more floaty fighters more easily, especially if their aerial attack options aren't very good.

Yes, this does affect Ganondorf's horizontal KO move options while in the air, but you could always utilize the n-air or f-air for that. Of course, you'd have to land the n-air's second kick for the best possible knockback (not easy to do when the first kick can also make potential KOs itself, but I had to make the first kick's knockback stronger so that it can work better as a spacer).

As for U-smash, I guess the KBG thing is fine, but he doesn't need even more range on that move. It's already fantastic due to how safe it is, it shouldn't be even safer lest it become overpowered.
Well I didn't make the sweetspot bigger. Only the range of the sourspot so that it's less likely to miss the smaller targets.

ganondorfusmashhitbox.png
 
Last edited:

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
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On my Switch
Switch FC
SW-3822-0133-6917
Now that Shuton has beaten ZeRo, I want to talk about :4olimar: some more. For some reason a lot of people seemed to neglect how good he is, but now I hope people will realize his potential. In this thread, people were talking about removing the projectile property of his smashes or improving his frame data, but honestly the projectile properties compensate for how strong the smash attacks are, and his frame data is more than good enough (especially on U-air, Pikmin Pluck, and Pikmin Toss) for his disjoints and different hitbox types. Obviously he's not top tier, and I would still buff him, but only barely:
  • All I want to do with Olimar is make all his moves do at least something without Pikmin, maybe something small and weak like Little Mac's aerials. Yes, this buff wouldn't do too much (besides make the Solomar challenge easier) due to how quickly he can pull Pikmin, but it would let him defend himself a bit more when they have been thrown but haven't returned yet.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
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Sep 18, 2007
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I did make adjustments to Zelda's moveset, just so that her offensive game can be more potent.

Code:
Attack11
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.1111112)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=11)
	Set_Loop(Iterations=2)
	{
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=4, X=0, Y=12.5, Z=13, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=3, Angle=0x50, KBG=0x64, WBKB=0x28, BKB=0x0, Size=3.2, X=0, Y=12.5, Z=9.5, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=12.5, Z2=5.5)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=1)
		Goto(Unknown=-91)
	}
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x169, KBG=0x78, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=12.5, Z=13, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=5, Angle=0x169, KBG=0x78, WBKB=0x0, BKB=0x28, Size=3.6, X=0, Y=12.5, Z=9.5, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=12.5, Z2=5.5)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Script_End()

AttackDash
	Asynchronous_Timer(Frames=6)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x3C, KBG=0x44, WBKB=0x0, BKB=0x64, Size=2.5, X=0, Y=10, Z=12.8, Effect=0x1A, Trip=0, Hitlag=1.2, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=9, Angle=0x3C, KBG=0x3C, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=10, Z=13.8, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=10, Z2=7.8)
	Synchronous_Timer(Frames=2)
	Delete_Hitbox(ID=0x1)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x3C, KBG=0x3C, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=10, Z=13.8, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=10, Z2=7.8)
	Asynchronous_Timer(Frames=11)
	Remove_All_Hitboxes()
	Script_End()

AttackS3S
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.6666667)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=11)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x11, Damage=12, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x30, Size=4, X=3.5, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x11, Damage=12, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x30, Size=3.5, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x10, Damage=12, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x30, Size=3, X=-1, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=14)
	Set_Frame_Duration(Speed=0.75)
	Script_End()

AttackHi3
	Asynchronous_Timer(Frames=7)
	Hitbox(ID=0x0, Part=0x0, Bone=0x16, Damage=9, Angle=0x64, KBG=0x60, WBKB=0x0, BKB=0x38, Size=5, X=4, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=9, Angle=0x64, KBG=0x60, WBKB=0x0, BKB=0x38, Size=3, X=1, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Hitbox(ID=0x2, Part=0x0, Bone=0x15, Damage=9, Angle=0x64, KBG=0x60, WBKB=0x0, BKB=0x38, Size=3, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Asynchronous_Timer(Frames=19)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=20)
	Set_Frame_Duration(Speed=0.8181819)
	Script_End()

AttackLw3
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.6666667)
	Asynchronous_Timer(Frames=4)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=5)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=5, Angle=0x0, KBG=0x28, WBKB=0x0, BKB=0x14, Size=3.6, X=6, Y=0, Z=0, Effect=0x0, Trip=0.5, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=-1, Y2=0, Z2=0)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=0.5)
	Asynchronous_Timer(Frames=30)
	Allow_Interrupt()
	Script_End()

AttackS4S
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=16)
	Set_Loop(Iterations=4)
	{
		Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x16E, KBG=0x64, WBKB=0x28, BKB=0x0, Size=4.5, X=0, Y=9.1, Z=8, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=9.1, Z2=16)
		Extended_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0x64, KBG=0x64, WBKB=0x28, BKB=0x0, Size=4.5, X=0, Y=9.1, Z=8, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x1, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=9.1, Z2=16)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=1)
		Goto(Unknown=-61)
	}
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x169, KBG=0x88, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=9.1, Z=9.5, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=9.1, Z2=16)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Script_End()

AttackHi4
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=9)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.2, X=0, Y=11, Z=0, Effect=0x1A, Trip=0, Hitlag=0.5, SDI=0.5, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=18, Z2=0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.2, X=0, Y=11, Z=0, Effect=0x1A, Trip=0, Hitlag=0.5, SDI=0.5, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x1, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=18, Z2=0)
	Extended_Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.2, X=0, Y=17, Z=-5, Effect=0x1A, Trip=0, Hitlag=0.5, SDI=0.5, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=17, Z2=5)
	Extended_Special_Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.2, X=0, Y=17, Z=-5, Effect=0x1A, Trip=0, Hitlag=0.5, SDI=0.5, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x1, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=17, Z2=5)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0xC8, WBKB=0x0, BKB=0x24, Size=7.5, X=0, Y=21, Z=0, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=15, Z2=0)
	Extended_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0xC8, WBKB=0x0, BKB=0x24, Size=7.5, X=0, Y=18, Z=-6, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=18, Z2=6)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=36)
	Set_Frame_Duration(Speed=0.5)
	Script_End()

AttackLw4
	Asynchronous_Timer(Frames=2)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=5)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x14, KBG=0x50, WBKB=0x0, BKB=0x28, Size=4.2, X=0, Y=3, Z=12.5, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=5, Z2=7)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=13)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x14, KBG=0x50, WBKB=0x0, BKB=0x28, Size=4.2, X=0, Y=3, Z=-11, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=7, Z2=-4.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

AttackAirB
	Asynchronous_Timer(Frames=3)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=6)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xB, Damage=20, Angle=0x169, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=2.5, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x3, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=4, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=4.5, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x3, Part=0x0, Bone=0xB, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=5, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x4, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Delete_Hitbox(ID=0x0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=0.5714286)
	Synchronous_Timer(Frames=7)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=0.75)
	Asynchronous_Timer(Frames=52)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirF
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5714286)
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=8)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=9)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x7, Damage=20, Angle=0x169, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=2.5, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x3, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=4, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=4.5, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x3, Part=0x0, Bone=0x7, Damage=5, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=5, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Delete_Hitbox(ID=0x0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=0.75)
	Asynchronous_Timer(Frames=50)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirHi
	Asynchronous_Timer(Frames=5)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=14)
	Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=17, Angle=0x5A, KBG=0x50, WBKB=0x0, BKB=0x24, Size=8, X=0, Y=23, Z=0.5, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFX=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xF)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=0.6666667)
	Asynchronous_Timer(Frames=56)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirLw
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=14)
	Hitbox(ID=0x0, Part=0x0, Bone=0x7, Damage=18, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x14, Size=4, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x3, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=6, Angle=0x10E, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFX=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6)
	Synchronous_Timer(Frames=2)
	Hitbox(ID=0x0, Part=0x0, Bone=0x7, Damage=6, Angle=0x10E, KBG=0x3C, WBKB=0x0, BKB=0x14, Size=4, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFX=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6)
	Asynchronous_Timer(Frames=25)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=40)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirN
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=6)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.7, X=0, Y=11, Z=7.6, Effect=0x1A, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=12, Z2=-6)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x64, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.7, X=0, Y=11, Z=7.6, Effect=0x1A, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x1, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=12, Z2=-6)
	Asynchronous_Timer(Frames=22)
	Extended_Hitbox(ID=0x0, Part=0x1, Bone=0x0, Damage=5, Angle=0x169, KBG=0xA0, WBKB=0x0, BKB=0x28, Size=4, X=0, Y=12, Z=-6, Effect=0x1A, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=11, Z2=7.6)
	Hitbox(ID=0x1, Part=0x1, Bone=0x3, Damage=5, Angle=0x169, KBG=0xA0, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Hitbox(ID=0x2, Part=0x1, Bone=0x13, Damage=5, Angle=0x169, KBG=0xA0, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=26)
	Set_Frame_Duration(Speed=0.5)
	Asynchronous_Timer(Frames=38)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialN
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5454546)
	Asynchronous_Timer(Frames=5)
	Bit_Variable_Set(Variable=0x2100000E)
	Asynchronous_Timer(Frames=12)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=13)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0xA0, KBG=0x64, WBKB=0x28, BKB=0x0, Size=6, X=0, Y=8, Z=-4, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0xA0, KBG=0x64, WBKB=0x28, BKB=0x0, Size=4, X=0, Y=8, Z=-10, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=10)
	Asynchronous_Timer(Frames=26)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=28)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=7, X=0, Y=8, Z=-4, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=5, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=5, X=0, Y=8, Z=-11, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=11)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=30)
	Set_Frame_Duration(Speed=0.75)
	Asynchronous_Timer(Frames=43)
	Bit_Variable_Set(Variable=0x2100000F)
	Script_End()

SpecialN_C2
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=12)
	Set_Frame_Duration(Speed=0.5)
	Bit_Variable_Set(Variable=0x2100000E)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0xA0, KBG=0x64, WBKB=0x28, BKB=0x0, Size=10, X=0, Y=8, Z=-4, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Asynchronous_Timer(Frames=28)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=1)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, WBKB=0x28, BKB=0x0, Size=10, X=0, Y=8, Z=-4, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Synchronous_Timer(Frames=1)
	Extended_Special_Hitbox(ID=0x0, Part=0x1, Bone=0x0, Damage=3, Angle=0x8C, KBG=0x0, WBKB=0x0, BKB=0x0, Size=10, X=0, Y=8, Z=-4, Effect=0x7, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Bit_Variable_Set(Variable=0x2100000F)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=0.675)
	Script_End()

SpecialN_C3
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=13)
	Set_Armor(State=0x1, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x16E, KBG=0x64, WBKB=0x28, BKB=0x0, Size=13, X=0, Y=8, Z=-12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x2, Direct/Indirect=0x0, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=8, Z2=12)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=0, Angle=0xA0, KBG=0x64, WBKB=0x28, BKB=0x0, Size=13, X=0, Y=8, Z=-12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x1, Direct/Indirect=0x0, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=8, Z2=12)
	Asynchronous_Timer(Frames=25)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=26)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=27)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=18, Angle=0x169, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=11, X=0, Y=8, Z=-4, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=4)
	Synchronous_Timer(Frames=3)
	Set_Armor(State=0x0, Threshold=0)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirHi
	Set_Frame_Duration(Speed=1.2)
	Asynchronous_Timer(Frames=1)
	Allow/Disallow_Ledgegrab(State=0x2)
	Hitbox(ID=0x0, Part=0x0, Bone=0x2, Damage=12, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x64, Size=16, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=8)
	Bit_Variable_Set(Variable=0x2100000E)
	Script_End()

SpecialAirHi_C2
	Asynchronous_Timer(Frames=1)
	Special_Hitbox(ID=0x1, Part=0x1, Bone=0x2, Damage=0, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=15, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=8)
	Bit_Variable_Set(Variable=0x2100000E)
	Script_End()

SpecialAirHi_C3
	Asynchronous_Timer(Frames=1)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x118, KBG=0x8C, WBKB=0x0, BKB=0x3C, Size=10, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=4, Z2=0)
	Asynchronous_Timer(Frames=3)
	Set_Frame_Duration(Speed=0.4)
	Allow/Disallow_Ledgegrab(State=0x2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=10)
	Bit_Variable_Set(Variable=0x2100000E)
	Script_End()

SpecialAirHiStart
	Allow/Disallow_Ledgegrab(State=0x0)
	Set_Frame_Duration(Speed=0.6)
	Asynchronous_Timer(Frames=11)
	Hitbox(ID=0x0, Part=0x0, Bone=0x2, Damage=6, Angle=0x50, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=10.5, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Asynchronous_Timer(Frames=13)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=34)
	Allow/Disallow_Ledgegrab(State=0x2)
	Script_End()

SpecialAirHiStart_C2
	Set_Frame_Duration(Speed=1.3)
	Allow/Disallow_Ledgegrab(State=0x0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0x64, BKB=0x0, Size=10, X=0, Y=6, Z=0, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=12, X=0, Y=6, Z=-4, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x0, StretchToggle=0x0)
	Allow/Disallow_Ledgegrab(State=0x2)
	Script_End()

SpecialAirHiStart_C3
	Set_Frame_Duration(Speed=0.4)
	CLR_SPEED_ALL()
	Allow/Disallow_Ledgegrab(State=0x0)
	Asynchronous_Timer(Frames=31)
	Hitbox(ID=0x0, Part=0x0, Bone=0x2, Damage=4, Angle=0x5A, KBG=0x64, WBKB=0x0, BKB=0x70, Size=10, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Script_End()

SpecialHi
	Set_Frame_Duration(Speed=1.2)
	Asynchronous_Timer(Frames=1)
	Hitbox(ID=0x0, Part=0x0, Bone=0x2, Damage=12, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x64, Size=15, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

SpecialHi_C2
	Asynchronous_Timer(Frames=1)
	Special_Hitbox(ID=0x1, Part=0x1, Bone=0x2, Damage=0, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=15, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=3)
	Set_Frame_Duration(Speed=0.8)
	Remove_All_Hitboxes()
	Script_End()

SpecialHiStart
	Set_Frame_Duration(Speed=0.6)
	Asynchronous_Timer(Frames=11)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x5A, KBG=0x1C, WBKB=0x0, BKB=0x78, Size=8, X=0, Y=6, Z=-4, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=6, Z2=4)
	Asynchronous_Timer(Frames=13)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=34)
	Script_End()

SpecialHiStart_C2
	Set_Frame_Duration(Speed=1.3)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0x64, BKB=0x0, Size=10, X=0, Y=6, Z=0, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0xA0, BKB=0x0, Size=12, X=0, Y=6, Z=-4, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x0, StretchToggle=0x0)
	Script_End()

SpecialHiStart_C3
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=31)
	Hitbox(ID=0x0, Part=0x0, Bone=0x2, Damage=4, Angle=0x5A, KBG=0x64, WBKB=0x0, BKB=0x70, Size=10, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Script_End()

Final
	Camera_Closeup(ZoomTime=0x4, Unknown=0x0, Distance=1.5, XRot=0, YRot=0)
	Time_Manipulation(Amount=0x3, Duration=0x21)
	Asynchronous_Timer(Frames=1)
	Generate_Article(ID=0x4)
	Asynchronous_Timer(Frames=23)
	Normal_Camera()
	Asynchronous_Timer(Frames=33)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x18, Damage=1, Angle=0x50, KBG=0x64, WBKB=0x8C, BKB=0x0, Size=3, X=0, Y=0, Z=300, Effect=0x14, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x2)
	Asynchronous_Timer(Frames=40)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=50)
	Search_Collision(ID=0x0, Part=0x0, Bone=0x18, Size=8, X=0, Y=0, Z=300, Unknown=0x2, Unknown=0x3F, Air/Ground=0x3, Unknown=0x0, Unknown=0xF, Unknown=0x1, Unknown=0x0, RehitRate=0x1, SelfAffectionToggle=0x0, Unknown=0x2)
	Bit_Variable_Set(Variable=0x2100000E)
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=59, Angle=0x169, KBG=0xC8, WBKB=0x0, BKB=0xC8, Effect?=0x25, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x5, airground=0x3, Unknown=0x1, Unknown=0x0, Type?=0x0)
	Asynchronous_Timer(Frames=53)
	SCH_CLR_ALL()
	Script_End()

Catch
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.625)
	Asynchronous_Timer(Frames=9)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=10)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=3.8, X=0, Y=9, Z=4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=11.5)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=4)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

CatchAttack
	Asynchronous_Timer(Frames=7)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x50, KBG=0x64, WBKB=0x20, BKB=0x0, Size=5, X=0, Y=11, Z=8, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Script_End()

CatchDash
	Asynchronous_Timer(Frames=11)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=3, X=0, Y=9, Z=4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=14.5)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=4)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

CatchTurn
	Asynchronous_Timer(Frames=11)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=3.8, X=0, Y=9, Z=-4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=-16.7)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=4)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

ThrowB
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=12, Angle=0x2D, KBG=0x3C, WBKB=0x0, BKB=0x50, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x10, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.6)
	Asynchronous_Timer(Frames=26)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=27)
	Reverse_Direction()
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=30)
	Set_Frame_Duration(Speed=0.625)
	Script_End()

ThrowF
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=12, Angle=0x2D, KBG=0x3C, WBKB=0x0, BKB=0x50, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x10, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5714286)
	Asynchronous_Timer(Frames=29)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=30)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=32)
	Set_Frame_Duration(Speed=0.75)
	Script_End()

ThrowHi
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=11, Angle=0x5A, KBG=0x3C, WBKB=0x0, BKB=0x54, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x10, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=30)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=32)
	Set_Frame_Duration(Speed=0.5714286)
	Script_End()

ThrowLw
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x78, WBKB=0x0, BKB=0x3C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x10, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5652174)
	Asynchronous_Timer(Frames=24)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=25)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x0, KBG=0x64, WBKB=0xC, BKB=0x0, Size=7.2, X=0, Y=2, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=50)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=51)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=52)
	Set_Frame_Duration(Speed=0.5)
	Script_End()

DownAttackU
	Asynchronous_Timer(Frames=17)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=5, Z=13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=21)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=5, Z=-13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=5, Z2=-4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

DownAttackD
	Asynchronous_Timer(Frames=17)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=5, Z=13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=21)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5, X=0, Y=5, Z=-13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=5, Z2=-4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

CliffAttackQuick
	Asynchronous_Timer(Frames=24)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x169, KBG=0x64, WBKB=0x70, BKB=0x0, Size=4.5, X=0, Y=4.5, Z=9, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=4.5, Z2=-2.5)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Script_End()

SlipAttack
	Asynchronous_Timer(Frames=19)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=4.5, X=0, Y=4.5, Z=-12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=4.5, Z2=-4.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=27)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=4.5, X=0, Y=4.5, Z=13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=4.5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()
Code:
dein_s
	0xEF3E3778
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=2.1, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=4.5, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		unk_3C95CD87(unknown=0x0, unknown=0x40000000, unknown=0x3D4CCCCD, unknown=0x43480000, unknown=0x3F800000, unknown=0x0, unknown=0x0, unknown=0x41400000, unknown=0x3C)
		Asynchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=20)
		Terminate_Wind_Effect(unknown=0x0)
		Script_End()

	0x15225DE3
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=2.1, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=4.5, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		unk_3C95CD87(unknown=0x0, unknown=0x40000000, unknown=0x3D4CCCCD, unknown=0x43480000, unknown=0x3F800000, unknown=0x0, unknown=0x0, unknown=0x41400000, unknown=0x3C)
		Asynchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=20)
		Terminate_Wind_Effect(unknown=0x0)
		Script_End()

	0x62256D75
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=2.1, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x38, Size=4.5, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		unk_3C95CD87(unknown=0x0, unknown=0x40000000, unknown=0x3D4CCCCD, unknown=0x43480000, unknown=0x3F800000, unknown=0x0, unknown=0x0, unknown=0x41400000, unknown=0x3C)
		Asynchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=20)
		Terminate_Wind_Effect(unknown=0x0)
		Script_End()

Notable changes include the following...
  1. The standard attack has far less start-up lag, with the hitboxes now being active on frame 3. The final hit also has stronger KBG.
  2. The f-tilt no longer has sourspots, and has slightly better KBG. BKB is slightly lower, however. Ending lag is also reduced.
  3. The u-tilt is more potent at making KOs, dealing 9% damage, along with having 56 BKB and 96 KBG. Ending lag is shorter as well.
  4. Zelda can now spam her d-tilt more frequently, and has less ending lag as well. The attack basically operates in a similar manner as Ness's d-tilt, but Zelda can't kick as frequently as Ness. The kick also has a 50% trip rate, and less KBG, but it still deals enough knockback to get past Bowser's tough guy trait. The main drawback, however, is the loss of KO potency.
  5. Dash attack hitboxes now use a 60 degree knockback angle. The clean sweetspot has stronger BKB, while KBG is slightly weaker. Clean sourspot and late hit also receive stronger KBG.
  6. F-smash has become a more potent KO maker, with the first four hits dealing 2% damage, while the final hit deals 12% damage. The final hit also receives a stronger BKB and KBG.
  7. U-smash does a better job at trapping fighters with the multi-hit portion of the attack. Deals up to 14 hits, adding up to 18% damage. The final hit has a stronger BKB, but the KBG has been reduced a bit. Ending lag is also reduced.
  8. D-smash now deals 15% damage for both hits. BKB is stronger, while KBG is a bit weaker, but the attack can make KOs sooner than before.
  9. N-air deals up to 9 hits, adding up to 13% damage. The first 8 hits utilize a single extended hitbox that autolinks aerial fighters, which traps them at a position where they're within range of the final hit's hitboxes. The final hit offers much better KBG, which raises its KO potency. Ending lag is reduced as well.
  10. F-air and B-air now share the exact same amount start-up lag and ending lag. The sweetspot hitbox is also a bit larger, making it a bit easier to land, and it lasts for 2 frames. Additionally, the sweetspot has much stronger BKB, but its KBG has been toned down a bit. The sourspot hitboxes are still very weak, but they now deal 5% damage, and have better BKB, but the KBG is weaker. Both variations of the Lightning Kick last for 49 frames. On a side note, the sweetspot can also deal high shield damage.
  11. U-air has less ending lag, and has better BKB. KBG is slightly weaker, however. Deals decent shield damage.
  12. D-air's clean sweetspot is stronger than before, dealing 18% damage, and almost rivals Ganondorf's d-air in KO potential. The sourspot and late sweetspot are still very weak meteor smashes that deal 6% damage, and have higher BKB at the cost of lower KBG. The clean sweetspot can also deal decent shield damage.
  13. Stationary grab has less start-up lag, and the grab hitbox lasts for 4 frames.
  14. The grab hitbox for the dash grab and turn grab now lasts for 4 frames.
  15. Start-up lag and ending lag are reduced for the f-throw and b-throw, and they're both more potent as KO makers. Both throws deal 12% damage.
  16. U-throw has less ending lag, and a stronger BKB, improving its KO potency.
  17. D-throw has less start-up lag and ending lag. It also deals up to 10 hits, adding up to 11% damage. KOs the latest of all of Zelda's throws, but Zelda can perform follow-ups against low damage targets, which can even include using the f-air against large targets.
  18. Nayru's Love has less start-up lag and ending lag. It also deals up to 6 hits, adding up to 15% damage. Sourspots have been removed, and each hit deals some degree of shield damage.
  19. All variations of Din's Fire have their knockback values adjusted for the sweetspot and sourspot. Now, the sourspot has much better knockback, meaning that even if you don't land the sweetspot, the sourspot can now deliver manageable knockback. The knockback angle has also been altered to be mostly vertical. The explosion can no longer clang with other attacks, but it can still be reflected or absorbed.
  20. Farore's Wind's second hit no longer has sourspots, deals decent shield damage, and uses the Sakurai Angle.
  21. Nayru's Rejection has been altered so that it's the final hitbox that flips fighters around. Deals up to 5 hits, adding up to 8% damage, but since the knockback is fixed, it can't KO, but it can potentially be used to mess up fighters with bad recoveries, such as Little Mac. All hits deal some shield damage, and the ending lag is shorter.
  22. Farore's Squall now has unblockable hitboxes. The first hitbox is a looping flinchless windbox that does a better job at pushing fighters. Once Zelda starts to teleport, the windbox changes into a hitbox that can send fighters flying a set distance, but can't KO, unless the targets are tiny-sized. The attack still can't deal any damage.
  23. Nayru's Passion now has a super armor duration, and the explosion deals 18% damage, along with having a better BKB and KBG. The explosion also deals high shield damage.
  24. Farore's Windfall's KO potency is a lot better with its meteor smash features, thanks to the second hit dealing 10% damage, along with offering a strong boost for its KBG, along with a decent BKB boost. Still less damaging than Farore's Wind though.
  25. Light Arrow now deals up to 60% damage, and its BKB and KBG are now massive enough to make instant KOs on even a 2.4x-size metal Bowser. And even if the attack's damage gets reduced for hitting multiple targets, the massive knockback pretty much ensures that under normal circumstances, all targets will get KO'd.
You can test out the edits yourself by heading to one of the links below...

https://gamebanana.com/gamefiles/5981
https://www.dropbox.com/s/v6kk133nygx6a82/zeldabuff.7z?dl=0

And while not included in the download, below are my attribute changes for Zelda...
  • Air Speed: 1.04 -> 1.08
  • Fall Speed: 1.35 -> 1.22
  • Fast-Fall Speed: 2.16 -> 1.952
 
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D

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Kon'nichiwa, kids. This is my first time on this thread and I'll share some reparations I'd make for my three main characters.

Here are a few things I want to change with :4peach::
  • Better KBG on turnips (35 KBG => 100 KBG)
  • More knockback scaling on forward throw (83 KBG => 150 KBG)
  • Reduced end lag on back air (40 frames => 28 frames)
Now, what I'd change about :rosalina::
  • Forward air. Its recovery in the air is heinous and I don't think the landing lag is low enough to compensate. I'd reduce aerial lag by 10 frames, make its landing lag be 12 frames, or give it a much earlier AC window.
  • Make the meteor smash hitbox stay out longer in down air.
  • Increase weight a tad (77 => 81)
Lastly, some modifications to my girl :4bayonetta2: (yes, I think she needs a buff or two so please don't come down too hard on me, a 56-year old woman):
  • A successful Witch Time slows down opponents for 75 frames invariably.
  • Give all of her smash attacks more priority.
  • I say reduce the weight-based knockback on the starting hit on Witch Twist (140 WBKB => 98 WBKB).
  • Make her jab 1 three frames faster.
  • The base knockback on down air's landing hit is reduced but KB scaling is increased commensurately (40 BKB/203 KBG).
Sayonara :kirby:
 
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Tizio Random

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WOWOWOWO let's calm down a bit.

Kon'nichiwa, kids. This is my first time on this thread and I'll share some reparations I'd make for my three main characters.

Here are a few things I want to change with :4peach::
  • Better KBG on turnips (35 KBG => 100 KBG)
  • More knockback scaling on forward throw (83 KBG => 150 KBG)
  • Reduced end lag on back air (40 frames => 28 frames)
KBG on some turnip is ok but that would ruin the purpose of many of the turnips that actually start her combos. Also, you don't want that KBG on her fthrow, that would be stronger than Cloud's Limit Cross Slash probably.

Now, what I'd change about :rosalina::
  • Forward air. Its recovery in the air is heinous and I don't think the landing lag is low enough to compensate. I'd reduce aerial lag by 10 frames, make its landing lag be 12 frames, or give it a much earlier AC window.
  • Make the meteor smash hitbox stay out longer in down air.
  • Increase weight a tad (77 => 81)
The only thing I agree is the landing lag on her fair reduced a bit, but otherwise the world is not ready for a buffed Rosalina. At all.

Lastly, some modifications to my girl :4bayonetta2: (yes, I think she needs a buff or two so please don't come down too hard on me, a 56-year old woman):
  • A successful Witch Time slows down opponents for 75 frames invariably.
  • Give all of her smash attacks more priority.
  • I say reduce the weight-based knockback on the starting hit on Witch Twist (140 WBKB => 98 WBKB).
  • Make her jab 1 three frames faster.
  • The base knockback on down air's landing hit is reduced but KB scaling is increased commensurately (40 BKB/203 KBG).
I don't know what the change to Witch Time should mean but I don't think it should work that way. Pls leave her normal attacks alone, they are already good.
 
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Mario & Sonic Guy

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Also, you don't want that KBG on her fthrow, that would be stronger than Cloud's Limit Cross Slash probably.
It does depend on how much damage the throw deals, along with its knockback angle. If the throw deals only 2% damage, then a 150+ KBG would be tolerable to have, since an attack that deals so little damage has little hope of making KOs without a strong BKB and/or KBG value.

You can basically reference some of my moveset adjustments, especially for Charizard, where in the case of its u-throw, the throw deals 2% damage, but has 60 BKB and 224 KBG; that basically enables the u-throw to KO Mario at around 129% damage, especially after you take into account the 10% damage that gets dealt before the throw.
 
D

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Oops, my bad...maybe some of these modifications were excessive. It is just that I miss the way :4peach:'s f-throw, dot-eyes, and stitch-faced turnips made KOs more effectively back in Melee. I'll just take what y'all both said with a tablespoon of sugar (though I still say that Bayo's smashes could use just a bit more priority).

After looking through frame data like I religiously do and reading your comments, I think the following is fair enough to not break my ladies of faith:
  • :4peach:'s f-throw needs a KBG increase (83 KBG => 103 KBG) and better KBG for just the dot-eyes and stitch-face turnips (35 KBG => 73 KBG)
  • I stand by my :rosalina: changes and will do nothing to Luma since he alone grinds the opponent's gears.
  • I'll rescind what I said about Witch Time but I still believe that the starting hit on Witch Twist should have reduced WBKB and a touch more priority on :4bayonetta2:'s smashes.
Sayonara :kirby:
 
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Tizio Random

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103 is very strong but still reasonable, with 150 KBG her fthrow would kill Mario at 116% and 81% at the center and the ledge of Final Destination respectively. I mean, that doesn't sound right at all.

By the way, some changes for our beloved low tiers:
:4kirby:
Kirby really just needs some mobility to not get camped constantly because his attacks are great. I also removed some lag on his aerials just to be more combo friendly.
  • Run Speed 1.57 > 1.7
  • Air Speed 0.8 > 0.96
  • Dash attack FAF 54 > 48
  • Nair FAF 73 > 53, autocancel 56 onwards > 42 onwards
  • Upair FAF 40 > 34
  • Dthrow second hit damage 1 > 4

:4bowserjr:
Bowser Jr. and the Koopalings are a cool idea for a zoning character but have many undertuned attacks. These buffs should address the problems. Also, his grab and throws are trash, so I buffed him to have a mini-tether with a combo and some kind of kill throw.
  • Bowser Jr. can reuse his recovery after getting hit by any attack like the other characters
  • Increased hitbox sizes of Jab, Dtilt and Ftilt
  • Dsmash FAF 60 > 48
  • Dash attack damage per hit 1.5 > 2
  • Nair landing lag 18 > 15
  • Greatly increased grab range to match his animation
  • Active hitbox frames for all grabs increased by 2 frames (12-13 > 12-15, 13-14 > 13-16)
  • Clown Cannon (No Charge) FAF 81 > 61, Clown Cannon (Full Charge) 141 > 114
  • Dthrow angle BKB 80 > 50, KBG 110 > 80
  • Bthrow KBG 65 > 80

:4wiifit:
The only real problem with Wii Fit Trainer are her/his trash hitbox sizes. Other than that I generally buffed some difficult to hit or unsafe options the character has.
  • Added scooping hitboxes on her/his grab, smashes and tilts to hit low characters
  • Slightly increased general sizes on most of her hitboxes (smashes and tilts mainly)
  • Decreased FAF on all her smashes by 7 frames (55/51/50)
  • Jab 1 and 2 connect better to Jab 3 to always bury opponent
  • Bair active hitbox frame(s) 5 > 5-7, Bair (late) active hitbox frames 6-11 > 8-11

:4falco:
Falco has horrible mobility, a trash projectile and a horrible Dair (like many other fighters) because of reasons. Nothing to really explain here.
  • Run Speed 1.472 > 1.52
  • Air Speed 0.93 > 1.03
  • Dair (early) active hitbox frames 16-19 > 11-14
  • Dair (late) active hitbox frames 20-30 > 15-25
  • Blaster FAF 59 > 46, Blaster (aerial) FAF 50 > 40
  • Given a hitbox during the whole animation for Falco Phantasm like Fox

:4drmario:
A “heavy” clone of Mario that is not heavier. Just a tiny bit more air speed and an adjust to all his moves’ damage and general endlag, safety and combo game should make this character at least on par with the original.
  • Weight 98 > 104
  • Air Speed 0.943 > 0.98
  • Damage on all of his moves rounded up to the next integer number (e.g. 19.04 > 20)
  • Dair landing lag frames 21 > 15
  • Megavitamins FAF 53 > 40
  • Dr Tornado gives a higher boost after a mid-air jump
  • Dr Tornado (last hit) KBG 130 > 150
  • Dthrow KBG 45 > 20
  • Bthrow angle 45 > 40

:4dedede:
Alongside Jigglypuff, the most neglected character of the cast. The buffs should be self-explanatory, unfortunately.
  • Reverted all nerfs from 1.0.4 and 1.1.4:
  1. Air speed 0.63 > 0.72 (more than pre-1.0.4)
  2. Fair damage 12% > 13%
  3. Dthrow KBG 82 > 60
  4. Gordos have to be hit with a 2% > 4% attack to be rebound (more than pre-1.0.4)
  5. Gordos hitbox size is bigger by 0.4%
  • Fixed Dtilt and Bair hitboxes to match the animations
  • Bthrow angle 60 > 45, KBG 79 > 82
  • Jet Hammer:
  1. Added super armor during swing animation (like Kirby Side B)
  2. FAF 77/70 > 62/55

:4ganondorf:
Ganondorf has some of the best moves in the game trapped by a trash mobility. Also, his grab range is terrible and his throws are mediocre at best. A little bit more mobility and better grab and throws that put the opponent seriously in disadvantage should make him a good character. Uptilt also buffed to be at least usable in some situations aside from an edgeguard only now and then.
  • Run Speed 1.218 > 1.3
  • Air Speed 0.79 > 0.85
  • Greatly increased his grab range
  • Upthrow KBG 105 > 120
  • Dthrow BKB 70 > 50
  • Bthrow BKB 30 > 60
  • Uptilt:
  1. Hitbox active frames 81-84 > 51-54
  2. FAF 115 > 84

:4zelda:
The princess of Hyrule has some good tools but, not unlike Ganondorf, she has trash mobility and some questionable design choices. With these buffs that make her more agile and capable of threatening both afar and close combat she should become a worthy fighter.
  • Run Speed 1.3 > 1.42
  • Air Speed 1.04 > 1.1
  • Jab:
  1. Hit 1 active hitbox 11 > 9
  2. Hit 2 active hitbox 13 > 11
  3. Hit 3 active hitbox 15 > 13
  4. FAF 24 > 20
  • Aerials:
  1. Nair autocancel 38 onwards > 32 onwards
  2. Fair landing lag frames 23 > 18, Fair (late) BKB 5 > 25
  3. Bair landing lag frames 25 > 19, Bair (late) BKB 5 > 25
  4. Upair landing lag 19 > 16
  • Upsmash FAF 64 > 54
  • Din’s Fire:
  1. Removed free fall in the air
  2. Increased hitbox size and the fire travels faster (like 3/2 of what it is now)
  3. Zelda can act out of it sooner (I found no data about this, 10 frames after the explosion?)
  • Farore’s Wind FAF 81 > 60 (so you don’t die because you misplaced by 1 pixel)
  • Phantom Knight can be shield cancelled before the end similar to Sonic's Spindash

:4jigglypuff:
Jigglypuff is a very unfortunate case of make-it or break-it character. I gave her a uncontested air mobility and very good aerials like she should have. Also, now she has reward for grabbing an opponent at low percents making her Upthrow and Dthrow combo throws (so I nerfed their damage because they would be overpowered). I just hope I haven’t create a true combo into Rest at kill percent meanwhile by accident…
  • Air Speed 1.269 > 1.3
  • Slightly increased mid air jumps height
  • Aerials:
  1. Slightly increased hitbox sizes on all her aerials
  2. Fair autocancel frame 28 onwards > 26 onwards
  3. Landing lag on all of her aerials reduced by 2 frames (Dair by 4)
  • Upthrow:
  1. BKB 110 > 70
  2. KBG 30 > 60
  3. Damage 10% > 7%
  • Dthrow:
  1. BKB 100 > 70
  2. Angle 80 > 55
  3. Damage (hit 1) 4% > 2%
  • Rest KBG 66 > 69 and always Star KOs
  • Rollout FAF on hit 74 > 50
 
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Mario & Sonic Guy

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103 is very strong but still reasonable, with 150 KBG her fthrow would kill Mario at 116% and 81% at the center and the ledge of Final Destination respectively. I mean, that doesn't sound right at all.
To add to this, Mewtwo's b-throw doesn't KO that quickly, as it doesn't KO Mario near stage edges until around 102% damage.

On a side note, my edits to Giga Bowser's f-throw and b-throw can make KOs even sooner than a 150 KBG f-throw from Peach. But unlike Peach, Giga Bowser can actually get away with KOing Mario near stage edges at 40% damage (43% for the b-throw), all thanks to his Final Smash status.
 

Tizio Random

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To add to this, Mewtwo's b-throw doesn't KO that quickly, as it doesn't KO Mario near stage edges until around 102% damage.

On a side note, my edits to Giga Bowser's f-throw and b-throw can make KOs even sooner than a 150 KBG f-throw from Peach. But unlike Peach, Giga Bowser can actually get away with KOing Mario near stage edges at 40% damage (43% for the b-throw), all thanks to his Final Smash status.
I mean, Final Smashes are another world completely. Also, I forgot to mention that those percents are with optimal DI, they would kill even earlier with no DI.

EDIT: the number of Rosa mains in this thread is so high, damn.
 
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Mario & Sonic Guy

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@ Tizio Random Tizio Random

By the way, in regards to some of your changes, I'll just note a few things...

:4falco:
  1. While the d-air does deserve to have less start-up lag, dealing just a single hit can still be rather risky, which is why I altered the move to deal multiple weak hits, followed by a meteor smash hit (7 hits total). Having a landing hitbox would also help get fighters off of Falco's face if he doesn't land the d-air's final hit. The only downside is that my d-air modification makes the meteor smash hitbox less powerful than that of the unedited d-air, but since landing all 7 hits deals up to 14% damage, that's pretty much a small price to pay.
:4ganondorf:
  1. Instead of decreasing the u-tilt's start-up lag, I instead gave the move a super armor duration so that it's more difficult to interrupt. Because that attack deals high damage and knockback when sweetspotted, I find it to be too strong to have less start-up lag.
  2. I did alter the u-throw so that most of the damage is dealt by the punch that comes before the throw. That way, anyone who gets caught in the crossfire of the punch will be sent flying more easily. The throw itself deals 2% damage, but has 60 BKB and 188 KBG, so the whole move itself can KO Mario at around 142% damage.
  3. The d-throw should probably have less ending lag, so that way, Ganondorf has a better chance of performing a follow-up. And instead of less BKB, I focused on less KBG for that move; my d-throw revision deals 10% damage, has a 70 degree knockback angle, and has 80 BKB, but its KBG is only 32.
:4zelda:
  1. Zelda's standard attack should probably have less start-up lag than 8 frames.
  2. I never exactly liked how Zelda's b-air Lightning Kick is better than her f-air Lightning Kick, which is why I altered the two attacks to have the same start-up lag and ending lag, along with the same KO potential. Also, the sweetspot hitbox should probably be made a bit bigger so that it's easier to land; the sweetspot size is set to 2.5 on my own revision.
  3. Din's Fire would still be a rather poor offensive move if the sourspot doesn't deal stronger knockback. I made sure that the sweetspot and sourspot shared the same knockback values (56 BKB + 96 KBG), so that way, even the sourspot can deal manageable knockback.
 
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kirbstr

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I'm usually no good at this stuff, but I'll give it a shot with my series mains. (these are more ideal buffs than balance buffs)
:4falco:

  • Blaster FAF 56 > 49
  • Aerial blaster decreased startup, FAF 56 > 35 (autocancels frame 30 >)
  • Reflector hitbox 5-13 > 5-20
  • Reflector FAF 51 > 40
  • Phantasm hitbox active through whole move, invulnerability on frames 18 > 28
  • Firebird distance increased by 15%, hitboxes increased significantly
  • Dash attack KBG 70 > 65
  • Decreased startup on Ftilt
  • Fsmash damage 15 > 20
  • Fsmash late hitbox damage 10 > 12
  • Fsmash FAF 49 > 42
  • Fsmash KBG 96 > 106
  • Usmash FAF 50 > 43
  • Dsmash FAF 47 > 40
  • Dthrow KBK 110 > 85
  • Uthrow KBK 100 > 90
  • Uair Damage 10 > 12
  • Uair KBG 90 > 100
  • Dair changed back to the way it was in brawl
  • Dair hitbox active frame 10-36
  • Dair spikes starting at 50%
  • Dair FAF 52 > 57
  • Dair fastfall autocancel 1-3 > 1-5
  • Falco run speed 1.472 > 1.52
  • Falco air speed 0.93 > 1.05

This should address for the most past what makes Falco an underwhelming character the way he is in smash 4. Quicker moves, better mobility, better recovery, and better neutral with blaster.
 
D

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Okay, tonight I've been thinking about one of my two secondary characters :4bowserjr: and just a few things I want to change about him:
  • The jab string I've been ruminating over the most. The same as my girl :4bayonetta2:, this does great damage for a jab combo (20%, plus-minus 2%). What I would do is this is give the rapid jab a much lower angle and a weight-based knockback (W: 20/KBG 100).
  • N-air needs one of three things: more damage so it is just right for its landing lag (6% => 11%); lower the landing lag a little bit (18 => 13 frames); OR an earlier AC window.
  • Maybe make the back throw be a kill throw (20 BKB/119 KBG).
  • Clown Cannon starts up ten frames faster and with the following KB values (30 BKB/100 KBG)
  • About those special multipliers: I would make it so Junior himself takes 1.05x damage when he's hit and hitting the Clown Car does 0.75x base damage.
Sayonara :kirby:
 
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Mario & Sonic Guy

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I'm now trying to do some work with Little Mac. Planned changes include damage, knockback, grab range length, and even super armor duration adjustments.

I'll also be adjusting Giga Mac's attacks, since he too has some notable flaws, which include an unusually short grab range for his size.

Of course, no amount of moveset adjustments will ever help Little Mac with his atrocious recovery.
 

Baby_Sneak

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y'all gotta have a character to balance around. to where are y'all taking these characters to?

here's my list of who I'll change (taken from another thread):



I'm doing Zard, my potna:

:4charizard:
  • flip flop hitbox and hurtboxes on Dtilt.
  • decrease startup on Dsmash and increase shield damage.
  • less lag on the following moves: Uair, Nair, and Fair.
  • make flame thrower duration longer.
  • increase air speed slightly
  • add a new hotbox to Nair on frame 3. small, does enough knock back to hit someone away from Zard.
nothing too much, as I think Zard is roughly viable as is.


Bonus people that I wish was good:


:4drmario:
  • reduce mega vitamin FAF to 38
  • reduce damage on Usmash and Bair by 2%
this buff will give doctor Mario a new powerful approach tool akin to melee Falco (except less crazy).

:4bowserjr:(:cry::cry::cry::cry::cry::cry::cry: YOU COULD'VE BEEN SO GOOOOOD!)
  • Grab comes out a frame faster, has longer duration by 3 frames, and has less end lag ( by 5 frames or so).
  • jab 2 has less end lag (by 5 frames), and rapid jab has less base knockback and much less knock back growth.
  • jab finish comes out faster (frame 7-10 is it's new active hitboxes)
  • Dtilt faf ends at 37 instead of 41
  • Utilt's hitbox extends to the ground now
  • Uair has a wider and longer hitbox, and damage has been increased by 3%.
  • Cannonball charges muuuuch faster (600% faster?) and the damage is increased 4%
  • mecha koopa faf reduced to 55 from 68.
better grab, waaaay better jab, and key moves with better utility
:4littlemac:
  • reduce damage on all his smash attacks, tilts, and jab by 2%
  • increase distance on Up-B and make It slightly maneuverable.
  • increase distance on side b and make it rise slightly.
less extreme.
:4pacman:
  • reduce grab faf to 66 from 76.
  • increase fair damage by 2%
grab is fixed now. yaaaaaay.

:4dedede:(I could erase everything up top if it meant Nintendo would read this and implement it)
  • initial dash acceleration/speed w/e increased slightly
  • Jab starts on frame 7 instead of frame 10.
  • just reheat rate on Ftilt to 3/3/2 instead of 4/4/3
  • make hitbox on Dtilt extend a little behind him to remove the blindspot.
  • increase shield damage and pushback on Usmash and Dsmash.
  • change angling on Dthrow to create tech-chase situations (inspired from balanced brawl and PM).
  • reduce lag on Fair (30 to 25)
  • reduce faf on gored throw from 64 to 55
  • make gordo have more resistance (I forget the data for gordo can't find it, so let's just bump it up by 4%).
  • Make Nair come out on frame 5 instead of frame 7. hitbox is bigger all-around him.
 
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