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

Lola Luftnagle

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Ain't been on this thread for a while. I only have one thought to share...
  • I may be making them overpowered when I say this: jab 1 with :4marth::4lucina: needs a weight-based knockback. I've noticed that jab 1 to f-smash bit many players do.
 

FamilyTeam

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Jab FSmash isn't even true.
People fall for it but that doesn't make it any truer.
Heck, most people end up getting hit by Jab>FTilt before that thing even starts being true.
 

Lola Luftnagle

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Oh well, at least I have a mixup waiting to happen with that.

Right...that aside, there are a few more repairs I was thinking about:
:4ganondorf:
  • Is it just me, or does his d-air no longer autocancel on short hop? Yeah...make his short hop a bit higher but not as high as :4luigi: or :4zss:.
  • F-air's landing recovery should be reduced to 15 frames

:4zelda:
  • I did mention, right, her f- and b-air are useless 'cause of their recovery frames? 10-frame landing lag on both or much earlier auto cancel windows, please.
:4bowser:
  • Weight-based knockback on hits 1-3 of n-air
  • Landing lag on b-air reduced to 30 frames
:4miigun:
  • Reduce landing recovery on u-air to 10 frames
  • Triple the damage on hits 1-6 on f-smash
  • Higher knockback scaling on super missiles and charge shot
 
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Zerp

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So, it's the last day of break week today and I just realized something I ought to have done yesterday, we haven't actually decided which tier to start with for this week have we? Here's a poll about them, whichever tier is most popular to start with tomorrow, we'll start with tomorrow. Sorry. :p
 

Mario & Sonic Guy

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After playing with Bowser a good amount of times, I can probably mention a few things that should be worked on.

Whirling Fortress
When performed on the ground, the final hit only lasts for one frame. As a result, if the 7th hit trips any fighters, then the final hit will always miss its target. If the frame duration for the final hit is longer, then it would surely damage any fighters who tripped from the 7th hit.

I can confirm this, since I did alter the hitboxes for Giga Bowser's grounded Whirling Fortress so that it deals up to 10 hits. By making the final hit last for 4 frames, that ensures that it will hit even the fighters who end up tripping from the 9th hit.

On one final note, adjust Whirling Fortress's hitboxes so that it has higher priority than multi-hit attacks like Dr. Tornado. Seriously, it just seems rather dumb how Dr. Tornado can easily beat Whirling Fortress.

Bowser Bomb
Upon landing, the landing hitbox is quite small, which can be a problem if there are fighters nearby. A whiffed landing hitbox leaves Bowser highly vulnerable to punishment, but if it's made to be larger, then fighters would have to keep their distance, or take to the air.

Up Throw
It feels rather underwhelming to know that the up throw only deals up to 6.5% damage ((0.5 * 7) + 1 + 2), which is basically the same amount of damage as the standard attack's second hit. At least increase the damage output, while maintaining the throw hitbox's knockback statistics. That way, it would more likely be able to compete with the other throws for total damage dealt.
 
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L1N3R1D3R

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Up Throw
It feels rather underwhelming to know that the up throw only deals up to 6.5% damage ((0.5 * 7) + 1 + 2), which is basically the same amount of damage as the standard attack's second hit. At least increase the damage output, while maintaining the throw hitbox's knockback statistics. That way, it would more likely be able to compete with the other throws for total damage dealt.
The other buffs make sense, but why buff such an amazing combo throw to be even better? Admittedly DK's Cargo U-throw does way too much damage for the reward you get out of it, but besides that, 6.5% makes sense for a combo throw that can true combo into a killing aerial at a forgiving percent range. They specifically nerfed its damage output from 10% to 6.5% when they made it into a combo throw so it wouldn't be ridiculous (which they seem to have forgotten to do with DK). Technically it does far more damage than his other throws if you factor in the guaranteed followups he gets.
 
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Zerp

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L1N3R1D3R

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Zerp Zerp I only voted for top-down because I voted for S Tier first. I would have voted for bottom-up if I had voted for C Tier first, so feel free to just go the same order as last round, because this would be weird otherwise.

Anyway, you might be able to tell by my signature that I changed how I arranged my tier list again, getting rid of C Tier entirely, shrinking S Tier to only the characters that should get nerfed overall (at least slightly), and greatly expanding on the A Tiers. I'm not sure how I'll divide the characters in the three A Tiers into four of our tiers, but I'll deal with that when I get there.

And again, I won't rank Guest XXXX or Any Size XXXX Miis because they sadly aren't relevant in the current meta game. However, here I will discuss the changes that the Miis should get to all of their special move options to balance them out.

Anyway, C Tier (my B- Tier):

:4dedede: What did Sakurai do to you? You were a semi-viable broken mess at launch, and now you're a slightly less broken, but also less viable mess. Why did you get so many nerfs when you weren't that good to begin with?
  • The nerfs to air speed, F-air, and Final Smash were definitely undeserved and should be reverted. You could say the same for the D-throw nerf, too, and reverting this would give him a viable kill setup out of grab like the viable super-heavyweights have, so I'd say revert that nerf, as well.
  • The nerfs to Gordo were justified, as it was way too hard to deflect without taking damage. However, this should have been balanced out by a decrease in end lag on Gordo Throw so he can combat a reflected Gordo better, making the tennis-style gameplay it causes more balanced and not favoring the opponent. Also, what's up with it needing good RNG to stick to a wall? That should be removed.
  • What's up with his hitboxes? Why don't they align with the animations for most of his moves?
  • Why does D-air have an 8% hitbox that doesn't spike as well as the 15% hitbox that doesn't spike? For how laggy and precise the move is, you'd think it would always be powerful, and that it should be easier for it to spike.
  • Super Dedede Jump should have less landing lag out of the early frames of freefall, because currently it's too punishable.
  • And, of course, Jet Hammer should be much stronger, because it's a laughable move right now.

:4miigun: Unlike Brawler, their special moves are actually solid for the most part, but their normals could use some work:
  • Jab and all their smashes should connect better, as they're not
  • D-throw should have less end lag, and their other throws should do more than 5 damage.
  • Gunner's D-air is somehow even worse than Brawler's. It should be changed so that the entire first frame does 15 damage and has one hitbox that spikes and one that doesn't, and then there's a short sourspot afterward that does 10 damage and doesn't spike, so it's worth the high startup.
  • Other moves that should be tuned up: Dash attack, F-tilt, N-air, U-air, Flame Pillar, Echo Reflector.
  • Other custom moves: Buff Laser Blaze (neutral 2), Stealth Burst (side 2), and Arm Rocket (up 3).

:4miisword: Their moves are all great in theory, but clearly someone forgot to actually test them in battle before release.
  • Fix those hitboxes. Like Dedede, their range would be good if the entire sword actually did damage.
  • Specifically, what's up with F-smash having so many hitboxes, as well as so much end lag?
  • Their throws could also use some buffs, as they don't do much damage and don't do their job that well.
  • Wow, N-air is much worse than their other aerials. I'd make its angle more vertical to increase its combo potential.
  • Gale Strike should have fewer hits so it does more damage in total.
  • Airborne Assault should be like Ike's side-B, where if they go through the attack animation, it doesn't put them in freefall. Also, it should do more damage the longer you charge it (unless Kuro is lying, it doesn't for some reason).
  • Stone Scabbard should also go farther so it has a use over the other up-B options.
  • Other custom moves: Buff Blade Flurry (neutral 3), Slash Launcher (side 2), Skyward Slash Dash (up 2), and Power Thrust (down 3).

:4miibrawl: Brawler is a fragile character dependent on customs, as with them they rise extremely far, but without them they lie near the bottom. Most of their moveset is solid, so I'm only buffing two non-special moves, but changing a lot of special moves:
  • F-smash should have more active frames as a sourspot so it's worth its ridiculous lag.
  • D-air already has a lot of lag, why does the spike have to be a sweetspot on top of only lasting one frame?
  • Why does Soaring Axe Kick (up 1) suck so much? It should travel significantly faster and farther, making it less gimpable and giving it some reason to be chosen over the other up-B's.
  • Head-On Assault (down 1) could also use buffs, like making the move snap the ledge better and the descending hitbox always spike.
  • Other custom moves: Buff Exploding Side Kick (neutral 3) and Headache Maker (side 3). Maybe buff Burning Dropkick (side 2) and Foot Flurry (down 3). Nerf Helicopter Kick (up 2).

:4jigglypuff: More like R.I.P.-lypuff, am I right? ...sorry, I got out of control from how much she sucks.
  • Her attacks aren't nearly safe enough to justify her mobility. Make them all have a little bit more range and BKB so she can actually compete in the neutral game against the big threats.
  • Most of her grounded normals are decent enough, but what's up with D-tilt being so laggy when it's so tiny and weak?
  • Her throws all suck. They all have too high BKB to combo and too low KBG to kill. Make one throw better at comboing, another better at killing, and the other two better at positioning.
  • And then, of course, we come to her bad special moves. Rollout should charge faster and shouldn't go helpless after hitting an aerial opponent. Sing should do something to aerial opponents, not trigger counters, and have low enough end lag to actually punish people she puts to sleep. And Rest should always Star/Screen KO onstage and Blast KO offstage (or near the end of a match, of course) so she doesn't get punished for successfully landing it.
  • I fear that the first buff could make B-air broken like it was in Melee. If that happens, I could see its damage getting reduced so she can't wall out people and edgeguard for free like she could in Melee.
 
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Lola Luftnagle

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Quite...this is going to be different from what I talked about in the past. I'll try my best to keep up with y'all sugar pies despite not being a competitive player myself. Now, as for C Tier I'll just deviate from the official tier list and go over the ones in F tier for now.

:4dedede:
  • About the Jet Hammer, I don't understand how :4kirby:'s Hammer Flip has much higher knockback than this. What I would do is increase the knockback scaling (66 => 100).
  • Decreasing the start-up on d-air should make the move a bit more worthwhile. The high landing lag I'm not worried about since the move recovers okay on auto-cancel.
  • If up-smash is going to be incredibly slow as to be useless, give it more knockback growth at least. I'd say 135 KBG is reasonable.
  • His back air, I like. I liked it better in Brawl where it was lauded as the best move ever, though. Maybe decrease start-up frames on that and make it such we can do it twice in a short hop for old times' sake?

:4ganondorf:
  • Let me repeat what I said a few days back: a slightly higher short hop so he can auto-cancel his d-air. It sucks it no longer auto-cancels from short hops. Now before y'all say anything, I'm aware it makes back airs harder to hit on grounded enemies. Well, y'all can't hit grounded enemies with that anyway.
  • I'll also reiterate to make the landing lag on f-air 15 frames to compensate for the inability to auto-cancel at all.
  • Remove all those scattered knockback angles on down smash's hit 1 and keep the 160 one.
  • Could we have a weight-based knockback on neutral air's hit 1, please?
  • Aerial Flame Choke never puts him in helpless
  • This is real important, y'all: More hitstun on a successful Dark Dive so Ganondorf won't get his ass kicked for connecting it on a low-damage opponent; ****, make it do the damage/knockback it had back in Melee.

:4miigun:
  • Let me just request that the WBKB on f-smash should be tripled to 15. I don't know if anyone here noticed but :4kirby: and :4jigglypuff: can fall out between hits 1 and 2 and shield the rest.
  • Like I said recently, triple the damage on hits 1-6 of the f-smash.
  • Reduce landing recovery on up-air to 10 frames.
  • D-air also needs it landing lag halved. That's all I ask for this useless move.
  • KBG increase for Charge Blast (64 => 109 KBG)
  • Can we have d-throw launch opponents at a more convenient angle?
:4zelda:
  • Y'all know I want front and back Lightning Kicks to have a much better auto-cancel window or make their landing recovery 10 frames each.
  • Does anyone besides me miss the Brawl properties of down tilt? She was able to rack up good damage that way.
  • Remove the free-fall from aerial Din's Fire.

:4miibrawl:
  • I can't believe that Fighter's f-smash recovers worse than :4myfriends:'s! Let's cut 10-15 frames off the recovery or maybe five sourspot frames.
  • What's with the laggy landing on Feint Jump? Someone tell me...
  • Remove the free-fall state from an aerial Onslaught to aid recovery more.
  • Right...if Shot Put is going to be so slow and laggy for its damage, a commensurate KBG increase is in order (64 KBG => 113 KBG)
  • What is Head-on Assault and Headache Maker again? Useless moves I forgot even existed, so let's move on.
  • I ask for a slight aerial recovery decrease on d-air.
  • Same for up-air. I've always relished the thought of Fighter replicating :4zss:'s up-air chains into Boost Kick shenanigan.

:4miisword:
Well, it's time to go over my favorite Mii Fighter class. I'd show y'all some of my swordswoman Miis, but we'll save that for another day. Right now...
  • I want a weight-based knockback on jab 1 and 2
  • Lower KBG on down throw so I can link it up into our all-powerful up-air at a higher percent.
  • F-air cannot quite auto-cancel, so make its AC window frame 35.
  • D-air definitely needs its AC window improved. Say, frame 45. The touchdown hit has good knockback otherwise.
  • F-smash needs only that 16% damage hitbox with a small decrease in recovery time.
  • I think Gale Strike should do just one hit as opposed to multiple. It does no good that I hit :4ganondorf: with this only for him to take 3.7%.
  • Why does Airborne Assault put y'all in free-fall after impact? Yeah, remove that ****.
  • Power Thrust, I think, needs higher BKB so she won't be in too much trouble for hitting low damage opponents.
:4jigglypuff:
  • Well, all I can say is its attacks need more base knockback. Just cannot attack low-damage opponents without taking damage immediately after.
  • The knockback angle on Rest should be lower. What would y'all think if this move assumed the prevalent 361 Sakurai angle?
 
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L9999

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It's that time of the year is it? Here we go.

:4dedede: What a fall of grace. I watched some :dedede: and they are nothing alike.

- Gordo Toss needs less general lag. The hitbox reduction and reflect threshold IMO are justified, not everyone has moves to swat them away, more so in Wi-Fi. But, because the move is so slow, D3 cannot put up pressure on stage with it, most characters can punish it easily, and he cannot reflect them back in time or get away. The latching mechanic needs to be consistent as well. It opens the window for some ledge nonsense but it wouldn't carry D3.

- F-Tilt needs more range to be a good poke.

- Bair and Dair should be Brawl's. Sorry, but Smash 4's don't work. Bair is very safe but it can get predictable and it pales in comparison to Brawl's. Dair allowed D3 to land safely but now it Smash 4's is completely useless spike that adds nothing to D3's gameplan.

- Look up the hitbox thread. U-Smash's hitbox is pathetic.

- Fair needs to be fixed. It is very weak and slow. Either give it a good autocancel window or make it stronger.

- A kill throw. One deal about D3 is that there is no threat for getting grabbed by him. Unless he reads you he won't get anything out of grab past mid %. U-Throw seems good candidate since it sucks.


:4miibrawl:

- Increase overall mobility closer to small Mii. Brawler is not slow but he is a walking sandbag like Fox with not enough speed to compensate. More mobility = more horizontal combos.

- Uair would benefit of being a pseudo Diddy Uair, being able to combo into itself for some %/pressure and being able to kill with rage.

- Shot Put needs drastically less endlag. Arching is already poor for projectiles in videogames but being slow doesn't allow it to put up pressure or zone, which is what projectiles are meant to in fighting games.

- Up Smash could benefit of some cut frames to be used more liberally.

- Bair and Down Smash could benefit from more kill power.


:4miisword:

Minus Uair everything I said about Brawler applies to SF as well. Exclusive buffs to him:

- F-Smash needs more kill power to compensate for how risky it is.

- Bair and the final it of Fair need more kill power.

- Nair could benefit from less lag to be a pseudo Cloud Nair.

- SF should have a frame 5 jumpsquat instead of freaking 7.


I lost interest in the other caracters so I won't try.
 

Zerp

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Here's C Tier's results: https://docs.google.com/forms/d/e/1...Bka409nv6CwqdaSYNl65UJ0VA9huNkQ/viewanalytics
Interestingly enough, only two characters were agreed on by everybody to be bottom tier, and they're :4dedede::4jigglypuff: who're suspiciously right next to each other if you list all the characters alphabetically...
Zerp Zerp I only voted for top-down because I voted for S Tier first. I would have voted for bottom-up if I had voted for C Tier first, so feel free to just go the same order as last round, because this would be weird otherwise.
Yeah, that's probably a better idea, especially since that's the way you want to go, we're going bottom up now.


Here's B- Tier's poll: https://goo.gl/forms/l2YCRxdvlZRNB8qB2
 

L1N3R1D3R

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B- Tier (my B+ Tier):

:4palutena: I'd like to think that her great moves balance out her bad moves well enough, but unfortunately we really haven't seen her do anything for a long time, so I can't truly put her any higher than this tier. Let's see what went wrong:
  • Her grounded normals need attention. Specifically, F-tilt and U-tilt should have less lag, and F-smash and D-smash should be stronger to compensate for their high lag.
  • Her aerials are fine for the most part, but like many other characters down here, D-air just isn't cutting it right now. Sure, it's pretty quick, but it's quite weak, has a lot of end lag, and, worst of all, has such small range that it's really hard to successfully land the sweetspot. Something about this move needs to change.
  • Autoreticle sucks, but don't make it stay locked onto the target, because that would make it free pressure with no thought required. Instead, decrease its end lag, so she can more easily pressure the opponent afterward.
  • Counter is decently strong, but why doesn't it stall her in the air like literally every other counter in the game?

:4kirby: I've never understood why Kirby is so slow in the air, but that's the biggest thing that's keeping him down right now. Being slow and light is practically a death knell for any character in the game, so even his great advantage state can't help him escape his poor neutral and recovery. Besides that, he doesn't need much.
  • As I mentioned, his aerial mobility needs an overall buff. His double jumps should go higher, and his air speed should get about a 15-20% buff, which would put him on par with (current) Charizard at the low end or Fox on the high end.
  • His aerials are great, except N-air. It should have a bit less startup, a lot less end lag, and a lower angle so it's better at escaping pressure and edgeguarding without it being deadly to himself offstage.
  • His specials could all use a decrease in overall lag to make them more useful, because they basically aren't part of his game plan at all, which is a shame considering how cool and useful they could be.

:4pacman: I have the most opinions about this character, as I used to main him, but now he's just one of my "For fun" characters. I still think he's a bit unexplored, but I acknowledge that he has too many crippling flaws in his theory to be any better than the tier above this. And with how little he's doing right now in terms of results, it makes sense for him to be in this tier.
  • OPTIONAL: F-smash and D-smash should have a few frames less startup, and U-smash should connect better. I appreciate the power buff, but if I can't land the moves in the first place, what's the point? The sourspots help mitigate the downfalls of their high end lag, and U-smash already has decently low startup, so these are the only things I'm changing.
  • What. Is. Grab. Even. Sakurai.
  • OPTIONAL: Why does F-air autocancel so late? Changing this wouldn't really help him too much, as the FAF is much earlier, but I personally want it to be changed because it doesn't make much sense right now.
  • D-air doesn't serve much purpose right now. If the hits connected better and the last hit had a more favorable angle (perhaps downward), then it would be a generally better move. If this makes the move too good, it's damage can be reduced, because a frame-6 aerial that has a deadly angle shouldn't do 12 damage (*cough* Mewtwo F-air *cough*).
  • His biggest problem: Bonus Fruit doesn't charge fast enough. His projectile game is amazing, but he can't access it most of the time because it takes a long time to get some of his best projectiles, which other characters don't have to deal with. In fact, this buff might make the smash attack buff a bit excessive, but this is a bigger issue right now.
  • Power Pellet still has an issue where the wall-bounce duration stacks if he hits a corner, which he basically can't recover from without a double jump. This seems to be a glitch, so I don't know why it hasn't been addressed yet.

:4drmario: Like Ganondorf, he struggles because he's a clone of a character who thrives off mobility, but with the high mobility aspect removed. I feel like he could be a threat, but with 2ManyCooks abandoning him for his plumber self, we hardly have anyone to show what he can do, probably because it's not much.
  • Clearly his moves have a damage multiplier from Mario's, but it just isn't high enough to compensate for the butchering of his mobility. If his moves all did s bit more damage, he would act more like a heavyweight like he should.
  • Speaking of acting like a heavyweight, why is he the same weight as Mario? If the excuse for him being slower is something about his PhD or his lack of exercise because of it, at least make him a bit heavier to reflect that. (Also it would help him compensate for his bad mobility and recovery, but clearly the canon is more important. :p)
  • I don't know what's up with D-air, but it's really not that useful for anything given its high lag, even with more damage.
  • Super Sheet should have some way in which it's better than Mario's Cape besides two more active frames. Perhaps if the reflection amplified the damage more, then it would truly make up for its lack of air stall.
  • Dr. Tornado should keep its momentum a bit longer so it's not quite as bad of a recovery move.

:4bowserjr: He has plenty of tools that are actually ridiculous (smash attacks and aerials), but at the same time some of his other moves are so bad that he can't really do much against most characters, keeping him this low.
  • His jab and tilts all need general buffs. I'm not sure exactly what to do to them, but currently they're all lackluster.
  • His grab isn't as bad as Pac-Man's, but his throws are even worse. Grab should have less lag, and his throws should all get small buffs to make them better at what they should do.
  • His aerials are great for the most part, but N-air is pretty laughable. It should have less end lag and be able to autocancel in a short hop so it's worth the low damage output.
  • Who designed Clown Cannon to be so laggy and so weak?
  • Clown Kart Dash shouldn't take away his double jump so he can recover in more ways (think Wario's bike).
  • OPTIONAL: Abandon Ship should have fewer tumble frames, but N-air's lower end lag already helps to alleviate that issue.

:4zelda: Zelda is only a few slight changes away from being a big threat, but as it stands, she just doesn't do much.
  • It's such a shame that her ground movement is so slow, because her grounded moves are really good.
  • F-air and B-air are good in theory, but why are the sweetspots not only one frame, but also one of four hitboxes? Fixing this would make the moves easier to land, making them worth their bad autocancels and high lag.
  • Din's Fire clearly needs some sort of buff. At least decrease its lag a bit and make it not put her into free fall.
  • Farore's Wind is great as an offensive tool and goes pretty far, but it's ruined by its high end lag. Obviously it should put her into free fall, but why does it take so long for her to be able to drift after she reappears?
  • Phantom Slash has been tuned up a bit in the patches, but why was its respawn time increased by four seconds, again? It's not like it would have broken without that nerf, so revert it.

:4ganondorf: Ganondorf is a difficult character to balance, as he's not good because of his bad mobility, but buffing it even a little too much would make him broken. I think I've found the perfect amount to buff it, though, and he doesn't need much besides that:
  • Give him a 10-15% mobility buff. It would still leave him as one of the slowest characters (bottom 5 walk speed and jump height, bottom 10 run speed and air speed), but it would be a massive benefit to his entire game plan.
  • Grab should have a bit more range, because currently its small range only makes sense for a fast character.
  • Dark Dive needs to do more damage and a little more base knockback. For some reason it's punishable on hit without a stage tech at early percents, and it kills later than Falcon's up-B, so this buff would fix those issues.
  • And, of course, U-tilt and Warlock Punch should get buffed so they're actually semi-viable moves.
 
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Zerp

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Okay, so I have all the stuff I want to say about the C Tiers and B- Tiers written down, but I'm not going to post them right now, you see, Patch 1.1.7's very likely to happen soon because of amiibo shenanigans blablabla and on the off chance they actually want to throw in some balance changes I really don't wanna jinx anything.

Anyway, here's B- Tier's results: https://docs.google.com/forms/d/e/1...ztnj2vtI28VdNA9vah4TupbgakPIthw/viewanalytics
And here's the poll for B Tier: https://goo.gl/forms/hE4ghQhvyMpft2ai2

We'll probably get nothing of interest from this patch, if it even happens (inb4 the corrin amiibos never get compatibility with Smash 4) but I'll be keeping a eye out this week.
 

L1N3R1D3R

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Here's where my posts get hard to make, as after the last two tiers I have three giant tiers which comprise A- through A+, and then only four characters in S Tier, so I'll have to find some way to split the 42 characters in the three huge tiers into four posts here.

B Tier (the bottom 10 characters in my A- Tier):

:4gaw: Regi and KOSSismoss are doing pretty well, but I still feel like he could use a lot of buffs to make his playstyle more efficient. I feel like he could be akin to Mewtwo, but his advantage state isn't good enough for that right now.
  • Why did they change D-tilt to launch horizontally? Keeping it vertical would make it able to kill anywhere on the stage as well as make it able to combo more, so change that back.
  • OPTIONAL: D-smash's sourspot is useful, but I feel like it should be stronger. It shouldn't be a "sourspot" so much as a secondary hitbox.
  • D-throw is great, but his other throws aren't really. I would make U-throw have higher knockback to function as a kill throw, so he's rewarded for his grab-heavy playstyle outside of Toot-Toot percents.
  • Game & Watch is the only character who doesn't have an aerial that autocancels in a short hop. All of them besides D-air have a good reason to, with the best choices of course being B-air and F-air.
  • OPTIONAL: Speaking of F-air, why did they nerf it so much? Make it stronger, even if that means it wouldn't autocancel.
  • Chef is pretty bad. I don't understand why it has so much startup when the projectile and the pan aren't that good.
  • REBALANCE: I'd like if Oil Panic had less lag when filling the bucket so it might actually be useful in singles, but I fear that would make the attack itself too busted, so make that not as strong.

:4wario: Like Duck Hunt previously, I went from not really playing him much to devoting him as a secondary in the span of one round. I love all the extensive combos he can do with footstools, but besides his amazing aerials and specials (except Corkscrew), he's sub-optimal for top-level play, leaving Glutonny as the only Wario getting big results lately.
  • Jab is really slow to come out. If it's going to be a worse poking and escape tool than D-tilt, why doesn't it at least do more damage so it's a better damage racking tool?
  • His smash attacks could use some attention. I would decrease the end lag of D-smash, which is currently too punishable, and increase the range of U-smash, which has surprisingly low range given how big his head grows.
  • What's the point of B-throw being so weak? I would increase its damage to 9-10% so it at least does more damage than D-throw, and would kill earlier where F-throw wouldn't kill due to stage positioning.
  • Corkscrew is pretty mediocre right now. I would make the hits connect better so he can at least take advantage of the final hit, which is actually a pretty strong finisher if it lands.

:4rob: R.O.B. is really weird to talk about in terms of balance. I feel like he should be a lot higher, but nobody is putting in the work to prove he should be any higher than this tier, leading me to believe that his struggle in the disadvantage is the huge weakness that's preventing him from rising in the tier list. I can only think of one move that should be significantly buffed:
  • Arm Rotor. It should have a lot less lag so it's worth the decent knockback, reflection properties, and slight forward boost.
  • Other moves that should be tuned up: F-tilt, B-air, and D-air (hitboxes). Also, one of his aerials should autocancel on startup.

:4feroy: Roy relies heavily on his extensive combo game when he gets in, which is weird to say of a swordsman. He can do a lot of things when he gets into advantage, as players like HyperKirby have shown, but when he's in neutral, he really struggles.
  • Roy has impressive juggling, but his short double jump height really hampers a lot of that ability, as well as hurting his recovery.
  • Roy's sword in general isn't nearly as strong as Marth's, both the sweetspots and the sourspots. While they can be helpful in certain situations, they can leave him struggling to kill in most cases, especially because none of Roy's sourspots kill at all as opposed to Marth. I would buff the knockback of about half of his sweetspots and most of his sourspots.
  • Yet another character with a bad D-air! I would at least make it autocancel in a full hop and have less aerial end lag.
  • Aerial Blazer is so much worse than grounded Blazer, mostly because it loses both its super armor and its kill potential. I would bring one of those abilities back (probably the kill potential, to keep his recovery from being unpunishable).

:4myfriends: Ike has plenty of tools to do well, as Ryo recently showed against ANTi, but he still struggles against many characters simply because his game plan has a few key flaws in some of his moves:
  • His smash attacks need attention. F-smash and U-smash should do more damage, as their immense lag already makes them hard to land, so they should be rewarding. Meanwhile, D-smash should have less end lag and hit 2 should come out earlier, so it's a less risky better move for getting opponents away and compensates for its lower kill power.
  • How many times do I have to buff D-airs among the low to mid tier characters? Give this one a sourspot that lasts several frames after its current hitbox and launches opponents like Cloud's D-air, because the animation is deceiving right now.

:4yoshi: When he's in advantage, his frame data and power is among the best in the game. Unfortunately, his neutral game and disadvantage states make it difficult for him to get and maintain the advantage state, making it difficult for many people to do anything impressive with him.
  • Dash attack and F-tilt are okay, but I'd like if they could have less lag to be akin to his other amazing grounded normals.
  • His grab game in general is bad. Besides his D-throw that can barely combo into U-air, none of his grabs do anything notable, and his grab is also laughable. Buff everything about it except maybe D-throw.
  • Egg Roll is terrible for similar reasons as Shulk's Back Slash, except it's so weak that it doesn't have anything to counterbalance it. Make it cancelable with some lag in the air like it is on the ground, and greatly increase its damage.
:4littlemac: Almost amazing on the ground + horrible in the air = an awkward combination that generally isn't favorable in Smash Bros, which seems to only be able to beat CaptainZack.
  • The nerfs that he got were likely reactionary to his high For Glory usage. Revert them all, because he didn't deserve them.
  • It makes sense that his grab is bad given his boxing gloves, but not that his throws are bad as well. Slightly buff them all.
  • It makes sense that his aerials are bad, but they should at least be able to transition into his amazing ground game better, which they don't do. Make one of them autocancel at the start, and decrease the landing lag on all of them.
  • It makes sense that K.O. Punch is weaker in the air, but why is it THAT much weaker? Increase its damage.
:4wiifit: I've been experimenting with her recently, and I'd love to play her, but her weird hitboxes and other properties make her awkward to play, and so she's only getting rep from John Numbers and the occasional CaptainZack troll.
  • Most of her hitboxes are way too small, not even reaching the ends of the limbs that matter. Make them all bigger, and suddenly she has a really functional moveset!
  • Buff her aerial speed a bit. She doesn't have any aerials that would be busted with high speed from what I can tell, and right now her struggle to chase people down is a big flaw in her advantage state.
  • Her grab game is her other weakness. Now that her grab range has been increased, make her grabs do something other than positioning (or the occasional combo from U-throw at 0%), because she really needs it.
  • And her only move that could use some tune-ups is Super Hoop. Make it a bit stronger to be a potential vertical finisher.

:4charizard: A few players are doing well with him, and it seems like he can do a lot of things. However...
  • Why is he so slow in the air? It's so weird, especially when you consider that his ground mobility is quite good. Buff his air speed a little and give him another double jump in the air so he can pressure in the air like he should be able to do.
  • Dash attack, tilts, and
  • His other big weakness: his combo throw is amazing in theory, but its angle is too low, making it greatly susceptible to DI. If the angle were raised, he would have a more consistent combo game, including a better (if not true) kill setup into U-air.
  • All his aerials could use a decrease in landing lag, and F-air should autocancel in a short hop.

:4falco: AC has helped to show that most of Falco's moveset is really good, and that his low mobility is hurting him the most. He does have three moves that should be buffed on top of that, though.
  • Don't buff his air speed, for the simple reason that F-air would be busted with high air speed. But do buff his ground speed, because there's no move that he has to justify that besides maybe D-tilt, and even that's a stretch.
  • You all know how badly D-air and Blaster have been nerfed from Brawl. They were broken in a good way, but now they're broken in a bad way. Make D-air stronger to compensate, and make Blaster less laggy (but not to Melee/Brawl levels).
  • Many people seem to overlook how awful Fire Bird is compared to Fire Fox. Not only does it go shorter and have less aerial mobility afterward, but now it does less damage and knockback, too? This awful move should be fixed.
  • Other moves that could be buffed are dash attack and F-tilt, because they are straight-up worse than Fox's for no reason.
 
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Mario & Sonic Guy

Old rivalries live on!
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Any chance for some E-tier talk? I've recently finished setting up a moveset hack for Palutena, which should make her more viable than what the developers did to her.
 

L9999

Smash Champion
Joined
Apr 15, 2014
Messages
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Location
the attic I call Magicant
3DS FC
3780-9480-2428
Here's where my posts get hard to make, as after the last two tiers I have three giant tiers which comprise A- through A+, and then only four characters in S Tier, so I'll have to find some way to split the 42 characters in the three huge tiers into four posts here.

B Tier (the bottom 10 characters in my A- Tier):

:4gaw: Regi and KOSSismoss are doing pretty well, but I still feel like he could use a lot of buffs to make his playstyle more efficient. I feel like he could be akin to Mewtwo, but his advantage state isn't good enough for that right now.
  • Why did they change D-tilt to launch horizontally? Keeping it vertical would make it able to kill anywhere on the stage as well as make it able to combo more, so change that back.
  • OPTIONAL: D-smash's sourspot is useful, but I feel like it should be stronger. It shouldn't be a "sourspot" so much as a secondary hitbox.
  • D-throw is great, but his other throws aren't really. I would make U-throw have higher knockback to function as a kill throw, so he's rewarded for his grab-heavy playstyle outside of Toot-Toot percents.
  • Game & Watch is the only character who doesn't have an aerial that autocancels in a short hop. All of them besides D-air have a good reason to, with the best choices of course being B-air and F-air.
  • OPTIONAL: Speaking of F-air, why did they nerf it so much? Make it stronger, even if that means it wouldn't autocancel.
  • Chef is pretty bad. I don't understand why it has so much startup when the projectile and the pan aren't that good.
  • REBALANCE: I'd like if Oil Panic had less lag when filling the bucket so it might actually be useful in singles, but I fear that would make the attack itself too busted, so make that not as strong.


:4yoshi: When he's in advantage, his frame data and power is among the best in the game. Unfortunately, his neutral game and disadvantage states make it difficult for him to get and maintain the advantage state, making it difficult for many people to do anything impressive with him.
  • Dash attack and F-tilt are okay, but I'd like if they could have less lag to be akin to his other amazing grounded normals.
  • His grab game in general is bad. Besides his D-throw that can barely combo into U-air, none of his grabs do anything notable, and his grab is also laughable. Buff everything about it except maybe D-throw.
  • Egg Roll is terrible for similar reasons as Shulk's Back Slash, except it's so weak that it doesn't have anything to counterbalance it. Make it cancelable with some lag in the air like it is on the ground, and greatly increase its damage.
Game and Watch down tilt's was never vertical. In Brawl it was so lagless it allowed for some really cheap deaths, so they nerfed it in Smash 4. Making it vertical kinda kills its use, its better to give U-Tilt more range and less endlag for combos. Fair was truly disgraced, I agree with you.

Yoshi F-Tilt being slow as hell is a nerf from Brawl, and Dash Attack is a nerf from Smash 4 because it got too annoying in online. Yoshi would love a kill throw, sometimes he can't kill.
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
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Location
On my Switch
Switch FC
SW-3822-0133-6917
Any chance for some E-tier talk? I've recently finished setting up a moveset hack for Palutena, which should make her more viable than what the developers did to her.
We're not going by the conventions of the 4BR Tier List. This is "B Tier", but our order is S, A+, A-, B+, B, B-, C. So this tier 5 out of 7, what you might call "D Tier". Now might be a perfect time to talk about her, if you think she's around this level of viability and you can fix her to be better.

Game and Watch down tilt's was never vertical. In Brawl it was so lagless it allowed for some really cheap deaths, so they nerfed it in Smash 4. Making it vertical kinda kills its use, its better to give U-Tilt more range and less endlag for combos. Fair was truly disgraced, I agree with you.

Yoshi F-Tilt being slow as hell is a nerf from Brawl, and Dash Attack is a nerf from Smash 4 because it got too annoying in online. Yoshi would love a kill throw, sometimes he can't kill.
Game & Watch's D-tilt was vertical in Melee, and that allowed for earlier kills as well as more extensive combos. I can see why a semi-spike angle would be helpful, but with the D-smash buff I mention later, I would rather give him another combo move.

As for Yoshi, I only chose those two moves because I hardly ever see them in competitive play, likely due to their high end lag, especially compared to his other moves (29-31 frames on those moves as opposed to 13-16 frames on jab, U-tilt, and D-tilt).
 
Last edited:

L9999

Smash Champion
Joined
Apr 15, 2014
Messages
2,631
Location
the attic I call Magicant
3DS FC
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We're not going by the conventions of the 4BR Tier List. This is "B Tier", but our order is S, A+, A-, B+, B, B-, C. So this tier 5 out of 7, what you might call "D Tier". Now might be a perfect time to talk about her, if you think she's around this level of viability and you can fix her to be better.



Game & Watch's D-tilt was vertical in Melee, and that allowed for earlier kills as well as more extensive combos. I can see why a semi-spike angle would be helpful, but with the D-smash buff I mention later, I would rather give him another combo move.

As for Yoshi, I only chose those two moves because I hardly ever see them in competitive play, likely due to their high end lag, especially compared to his other moves (29-31 frames on those moves as opposed to 13-16 frames on jab, U-tilt, and D-tilt).
Got me there, I forgot that game existed. Up Tilt still needs a buff.
 

L1N3R1D3R

Smash Lord
Joined
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On my Switch
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Got me there, I forgot that game existed. Up Tilt still needs a buff.
I don't know about that, its backward angle sets up for B-air strings really well, and those can kill really early with stage assistance. There's no other move in his arsenal that prepares for B-air better, so I don't want to buff U-tilt in case B-air strings become busted.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
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Now that my Palutena moveset hack is all set, I might as well bring up a table of all of my adjustments to her...

https://docs.google.com/spreadsheets/d/1EjEDn6qsr8RQTmhCC59uB5CXAW0-x7jflkXUDk-gl0s/edit?usp=sharing

And as for the coding...
Code:
0x5DF31973
	Hitbox(ID=0x0, Part=0x0, Bone=0x19, Damage=0.5, Angle=0x50, KBG=0x64, WBKB=0xC, BKB=0x0, Size=3.5, X=0, Y=6, Z=0, Effect=0x1A, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Hitbox(ID=0x1, Part=0x0, Bone=0x19, Damage=0.5, Angle=0x64, KBG=0x64, WBKB=0xC, BKB=0x0, Size=3.5, X=0, Y=11, Z=0, Effect=0x1A, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Script_End()

Attack11
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.1111112)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=11)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x19, Damage=3, Angle=0x50, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=9, Z=0, Effect=0x1A, Trip=0, Hitlag=0.5, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=6, Z2=0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=3)
	Bit_Variable_Set(Variable=0x21000011)
	Synchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

AttackDash
	Asynchronous_Timer(Frames=4)
	Set_Bone_Intangability(Bone=0x13, Mode=0x1)
	Set_Bone_Intangability(Bone=0x15, Mode=0x1)
	Set_Bone_Intangability(Bone=0xF, Mode=0x1)
	Set_Bone_Intangability(Bone=0x16, Mode=0x1)
	Set_Bone_Intangability(Bone=0x10, Mode=0x1)
	Set_Bone_Intangability(Bone=0xC, Mode=0x1)
	Asynchronous_Timer(Frames=6)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x54, WBKB=0x0, BKB=0x48, Size=4.5, X=0, Y=9, Z=13, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x9, X2=0, Y2=11, Z2=13)
	Extended_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x54, WBKB=0x0, BKB=0x48, Size=3.5, X=0, Y=10, Z=5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x9, X2=0, Y2=10, Z2=9)
	Asynchronous_Timer(Frames=10)
	Delete_Hitbox(ID=0x1)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x46, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=2.5, X=0, Y=9, Z=10, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x9, X2=0, Y2=12, Z2=10)
	Asynchronous_Timer(Frames=16)
	Undo_Bone_Collision(State=0x0)
	Asynchronous_Timer(Frames=18)
	Remove_All_Hitboxes()
	Script_End()

0x8427B6B7
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=3)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x19, Damage=3, Angle=0x169, KBG=0x8C, WBKB=0x0, BKB=0x3C, Size=7, X=0, Y=5, Z=0, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=8, Z2=0)
	Asynchronous_Timer(Frames=5)
	Remove_All_Hitboxes()
	Script_End()

AttackS3S
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.2666667)
	Asynchronous_Timer(Frames=16)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=17)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x3E8, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.1, X=0, Y=5.5, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=-4.2, Z2=0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x3E8, Damage=1, Angle=0x64, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.1, X=0, Y=5.5, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=-4.2, Z2=0)
	Asynchronous_Timer(Frames=35)
	Delete_Hitbox(ID=0x1)
	Extended_Special_Hitbox(ID=0x0, Part=0x1, Bone=0x3E8, Damage=6, Angle=0x169, KBG=0x70, WBKB=0x0, BKB=0x3C, Size=4.1, X=0, Y=5.5, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=-4.2, Z2=0)
	Asynchronous_Timer(Frames=40)
	Remove_All_Hitboxes()
	Script_End()

AttackHi3
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5)
	Asynchronous_Timer(Frames=9)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=10)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0xAA, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=19, Z=10.5, Effect=0x1A, Trip=0, Hitlag=1, SDI=0.3, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=19, Z2=-5)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x64, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=13, Z=10.5, Effect=0x1A, Trip=0, Hitlag=1, SDI=0.3, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=13, Z2=-5)
	Asynchronous_Timer(Frames=40)
	Extended_Special_Hitbox(ID=0x0, Part=0x1, Bone=0x0, Damage=2, Angle=0x55, KBG=0xC8, WBKB=0x0, BKB=0x3C, Size=3, X=0, Y=19, Z=10.5, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=19, Z2=-5)
	Extended_Special_Hitbox(ID=0x1, Part=0x1, Bone=0x0, Damage=2, Angle=0x55, KBG=0xC8, WBKB=0x0, BKB=0x3C, Size=3, X=0, Y=13, Z=10.5, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=13, Z2=-5)
	Asynchronous_Timer(Frames=42)
	Remove_All_Hitboxes()
	Script_End()

AttackLw3
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5)
	Asynchronous_Timer(Frames=13)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=14)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x3E8, Damage=10, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x14, Size=2.7, X=0, Y=8, Z=0, Effect=0x1A, Trip=1, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=-7, Z2=0)
	Asynchronous_Timer(Frames=25)
	Remove_All_Hitboxes()
	Script_End()

AttackS4S
	Generate_Article(ID=0x0)
	Set_Anchored_Article_Action(Article=0x0, Action=0x0)
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=12)
	Set_Anchored_Article_Action(Article=0x0, Action=0x1)
	Asynchronous_Timer(Frames=18)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=11, Z=6, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, 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=8.5, Z2=18.5)
	Asynchronous_Timer(Frames=20)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=11, Z=6, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, 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=8.5, Z2=18.5)
	Asynchronous_Timer(Frames=22)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0x28, BKB=0x0, Size=12, X=0, Y=10, Z=8, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=10, Z2=25)
	Asynchronous_Timer(Frames=26)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0x1C, BKB=0x0, Size=12, X=0, Y=10, Z=8, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=10, Z2=40)
	Asynchronous_Timer(Frames=34)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=71)
	Remove_Article(Article=0x0)
	Script_End()

AttackHi4
	Asynchronous_Timer(Frames=13)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=18)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x5A, KBG=0x54, WBKB=0x0, BKB=0x38, Size=4.5, X=0, Y=20, Z=9.7, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=4, Z2=9.7)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=13, Angle=0x5A, KBG=0x54, WBKB=0x0, BKB=0x38, Size=2.5, X=0, Y=48, Z=9.7, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=4, Z2=9.7)
	Extended_Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=10, Angle=0x5A, KBG=0x54, WBKB=0x0, BKB=0x38, Size=2.5, X=0, Y=65, Z=9.7, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=4, Z2=9.7)
	Asynchronous_Timer(Frames=27)
	Remove_All_Hitboxes()
	Script_End()

AttackLw4
	Generate_Article(ID=0x0)
	Set_Anchored_Article_Action(Article=0x0, Action=0x2)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=15)
	Set_Anchored_Article_Action(Article=0x0, Action=0x3)
	Asynchronous_Timer(Frames=17)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x19, KBG=0x54, WBKB=0x0, BKB=0x28, Size=2.5, X=0, Y=9, Z=7, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=9, Z2=-7)
	Asynchronous_Timer(Frames=18)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=16, Angle=0x19, KBG=0x54, WBKB=0x0, BKB=0x28, Size=4, X=0, Y=6, Z=14, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=6, Z2=-14)
	Asynchronous_Timer(Frames=19)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=13, Angle=0x19, KBG=0x54, WBKB=0x0, BKB=0x28, Size=4, X=0, Y=6, Z=14, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=6, Z2=-14)
	Asynchronous_Timer(Frames=21)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x169, KBG=0x64, WBKB=0x28, BKB=0x0, Size=8, X=0, Y=6, Z=22, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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=0x1, Flinchless=0x1, X2=0, Y2=6, Z2=-22)
	Asynchronous_Timer(Frames=29)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=80)
	Remove_Article(Article=0x0)
	Script_End()

AttackAirB
	Asynchronous_Timer(Frames=3)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Bone_Intangability(Bone=0x13, Mode=0x1)
	Set_Bone_Intangability(Bone=0x15, Mode=0x1)
	Set_Bone_Intangability(Bone=0xF, Mode=0x1)
	Set_Bone_Intangability(Bone=0x16, Mode=0x1)
	Set_Bone_Intangability(Bone=0x10, Mode=0x1)
	Set_Bone_Intangability(Bone=0xC, Mode=0x1)
	Asynchronous_Timer(Frames=8)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=14, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x28, Size=7, X=0, Y=10.2, Z=-14, Effect=0x0, Trip=0, Hitlag=1.2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x9, 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, StretchToggle=0x0)
	Asynchronous_Timer(Frames=11)
	Undo_Bone_Collision(State=0x0)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=35)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirF
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7142858)
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=8)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=9)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5.5, X=0, Y=6.9, Z=9, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=6.9, Z2=15)
	Asynchronous_Timer(Frames=12)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=24)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirHi
	Asynchronous_Timer(Frames=3)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=8)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4, X=0, Y=20, Z=6, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=20, Z2=-6)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4, X=0, Y=20, Z=6, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=20, Z2=-6)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4, X=0, Y=22.8, Z=0, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x3, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4, X=0, Y=22.8, Z=0, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Extended_Special_Hitbox(ID=0x4, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=18, Z=4, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=22, Z2=9)
	Extended_Special_Hitbox(ID=0x5, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=18, Z=4, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=22, Z2=9)
	Extended_Special_Hitbox(ID=0x6, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=18, Z=-4, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=22, Z2=-9)
	Extended_Special_Hitbox(ID=0x7, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3, X=0, Y=18, Z=-4, Effect=0x1A, Trip=0, Hitlag=0.8, SDI=0.7, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=22, Z2=-9)
	Asynchronous_Timer(Frames=25)
	Remove_All_Hitboxes()
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0x98, WBKB=0x0, BKB=0x34, Size=6, X=0, Y=23, Z=0, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0x98, WBKB=0x0, BKB=0x34, Size=4, X=0, Y=18, Z=4, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=23, Z2=12)
	Extended_Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0x98, WBKB=0x0, BKB=0x34, Size=4, X=0, Y=18, Z=-4, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=23, Z2=-12)
	Asynchronous_Timer(Frames=27)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=64)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirLw
	Asynchronous_Timer(Frames=3)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=10)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x14, Size=6.3, X=0, Y=-5, Z=1.5, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=-5, Z2=-0.5)
	Synchronous_Timer(Frames=4)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=48)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirN
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=5)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x3E8, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3.4, X=0, Y=6, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=0.3, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=-6, Z2=0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x3E8, Damage=1, Angle=0x5A, KBG=0x64, WBKB=0x14, BKB=0x0, Size=3.4, X=0, Y=6, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=0.3, Clang=0x1, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, 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=0x3, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=-6, Z2=0)
	Asynchronous_Timer(Frames=31)
	Delete_Hitbox(ID=0x1)
	Hitbox(ID=0x0, Part=0x1, Bone=0x3E8, Damage=5, Angle=0x169, KBG=0xB4, WBKB=0x0, BKB=0x20, Size=11, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF)
	Asynchronous_Timer(Frames=33)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=40)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialN2
	Asynchronous_Timer(Frames=22)
	Generate_Article(ID=0x1)
	Script_End()

SpecialN3
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x19, KBG=0x64, WBKB=0xC, BKB=0x0, Size=25, X=0, Y=45, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x2, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x1, Rehit=0x4, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x1, X2=0, Y2=23, Z2=0)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x19, KBG=0x64, WBKB=0x8, BKB=0x0, Size=25, X=0, Y=70, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x2, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x1, Rehit=0x4, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x1, X2=0, Y2=15, Z2=0)
	Extended_Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=1, Angle=0x19, KBG=0x64, WBKB=0x14, BKB=0x0, Size=25, X=0, Y=45, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x1, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x1, Rehit=0x4, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x1, X2=0, Y2=23, Z2=0)
	Script_End()

SpecialN3End
	Set_Frame_Duration(Speed=0.4716982)
	Remove_All_Hitboxes()
	Script_End()

SpecialS1
	Asynchronous_Timer(Frames=8)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x19, KBG=0x64, WBKB=0x70, BKB=0x0, Size=6, X=0, Y=12, Z=7, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x9, 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=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=16, Z2=7)
	Asynchronous_Timer(Frames=9)
	Remove_All_Hitboxes()
	Generate_Article(ID=0x6)
	Script_End()

SpecialS2
	Set_Frame_Duration(Speed=0.7)
	Asynchronous_Timer(Frames=3)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x23, KBG=0x54, WBKB=0x0, BKB=0x38, Size=5.2, X=0, Y=7.5, Z=2.5, Effect=0x0, Trip=0, Hitlag=1.3, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, 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)
	ATK_KEEP_RUMBLE(unknown=0x0)
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000E)
	Synchronous_Timer(Frames=27)
	Bit_Variable_Set(Variable=0x2100000F)
	Script_End()

0xEA8B36AF
	Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x3C, KBG=0x5C, WBKB=0x0, BKB=0x3C, Size=2.5, X=0, Y=7.5, Z=3.8, Effect=0x1A, Trip=0, Hitlag=1.5, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFX=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2)
	Script_End()

SpecialAirHi3
	Synchronous_Timer(Frames=1)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=13, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x14, Size=7, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0xB, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xC, X2=0, Y2=-3, Z2=0)
	Extended_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=13, Angle=0x32, KBG=0x64, WBKB=0x0, BKB=0x48, Size=10, X=0, Y=1, Z=2, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xC, X2=0, Y2=1, Z2=-2)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

SpecialHi3
	Synchronous_Timer(Frames=1)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=13, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x14, Size=7, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0xB, Ground/Air=0x2, Direct/Indirect=0x1, Type=0xC, X2=0, Y2=-3, Z2=0)
	Extended_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=13, Angle=0x32, KBG=0x64, WBKB=0x0, BKB=0x48, Size=12, X=0, Y=4, Z=2, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xC, X2=0, Y2=4, Z2=-2)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

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=7, X=0, Y=10.5, Z=13, 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=14.5)
	Extended_Special_Hitbox(ID=0x1, 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()

SpecialLw3
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=12)
	Generate_Article(ID=0x3)
	Script_End()

Catch
	Asynchronous_Timer(Frames=7)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=4, X=0, Y=8, Z=4, Action=0x3F, Ground/Air=0x3, X2=0, Y2=8, Z2=12)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Frame_Duration(Speed=0.85)
	Script_End()

CatchAttack
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.1666667)
	Asynchronous_Timer(Frames=7)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=8)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=9, Z=10, 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=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=1)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=23)
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

CatchDash
	Asynchronous_Timer(Frames=9)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=3.5, X=0, Y=8, Z=4, Action=0x3F, Ground/Air=0x3, X2=0, Y2=8, Z2=14)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Frame_Duration(Speed=0.85)
	Script_End()

CatchTurn
	Asynchronous_Timer(Frames=10)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=4, X=0, Y=8, Z=-4, Action=0x3F, Ground/Air=0x3, X2=0, Y2=8, Z2=-17.5)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Frame_Duration(Speed=0.75)
	Script_End()

ThrowB
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=11, Angle=0x169, KBG=0x44, WBKB=0x0, BKB=0x44, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=20)
	Remove_All_Hitboxes()
	Reverse_Direction()
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Script_End()

ThrowF
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x2D, KBG=0x40, WBKB=0x0, BKB=0x48, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7222223)
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=20)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

ThrowHi
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x5A, KBG=0x3C, WBKB=0x0, BKB=0x5C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=17)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

ThrowLw
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=7, Angle=0x46, KBG=0x20, WBKB=0x0, BKB=0x5C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x0, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x1A, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, Ground/Air=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.6086957)
	Asynchronous_Timer(Frames=24)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=25)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

DownAttackU
	Asynchronous_Timer(Frames=16)
	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=-15, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=5, Z2=-4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=25)
	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=15, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

DownAttackD
	Asynchronous_Timer(Frames=14)
	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=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=5, Z2=-4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=24)
	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=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

CliffAttackQuick
	Asynchronous_Timer(Frames=23)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x169, KBG=0x64, WBKB=0x70, BKB=0x0, Size=5, X=0, Y=4.5, Z=9.2, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x1, 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=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=4.5, Z2=-5.2)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Script_End()

SlipAttack
	Asynchronous_Timer(Frames=13)
	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=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=4.5, Z2=4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=24)
	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=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x8, SFXLevel=0x1, SFXType=0x10, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xF, X2=0, Y2=4.5, Z2=-4)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()
Code:
autoaimbullet
	0xAB0788BB
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x169, KBG=0x2C, WBKB=0x0, BKB=0x14, Size=2.3, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x19, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x1, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Script_End()

beam
	0xB192AE5C
		Asynchronous_Timer(Frames=1)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, WBKB=0x4, BKB=0x0, Size=12, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0xF, Action=0x1F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x8, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x2)
		Synchronous_Timer(Frames=100)
		Remove_All_Hitboxes()
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=21, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x40, Size=17, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x2, SFXType=0xB, 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=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x2)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=21, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x40, Size=17, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x2, SFXType=0xB, 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=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x2)
		Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=21, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x40, Size=17, X=0, Y=0, Z=0, Effect=0x1A, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x2, SFXType=0xB, 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=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x2)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Script_End()

explosiveflame
	0x54732C8D
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x16E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.8, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x2, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x4, 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=0x64, KBG=0x64, WBKB=0x14, BKB=0x0, Size=4.8, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x1, Direct/Indirect=0x0, Type=0xC, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x4, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=6)
		Change_Hitbox_Size(ID=0x1, Size=6)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=7.2)
		Change_Hitbox_Size(ID=0x1, Size=7.2)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=8.4)
		Change_Hitbox_Size(ID=0x1, Size=8.4)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=9.6)
		Change_Hitbox_Size(ID=0x1, Size=9.6)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=10.8)
		Change_Hitbox_Size(ID=0x1, Size=10.8)
		Synchronous_Timer(Frames=4)
		Change_Hitbox_Size(ID=0x0, Size=12)
		Change_Hitbox_Size(ID=0x1, Size=12)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		AREA_WIND_2ND_RAD(unknown=0x0, unknown=1, unknown=0.02, unknown=1000, unknown=1, unknown=0x0, unknown=0x0, unknown=29)
		Synchronous_Timer(Frames=1)
		Special_Hitbox(ID=0x0, Part=0x1, Bone=0x0, Damage=5, Angle=0x55, KBG=0x94, WBKB=0x0, BKB=0x3C, Size=15.5, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=0.4, 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)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Script_End()

fireworks
	0x9EBEF846
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x5A, KBG=0x64, WBKB=0x70, BKB=0x0, Size=3.6, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x19, 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)
		Synchronous_Timer(Frames=2)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x5A, KBG=0x64, WBKB=0x50, BKB=0x0, Size=3.6, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x19, 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)
		Script_End()

	0x54732C8D
		Synchronous_Timer(Frames=1)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x50, KBG=0xF0, WBKB=0x0, BKB=0x34, Size=10, X=0, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x19, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x1, Absorbable=0x1, Rehit=0x5, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Synchronous_Timer(Frames=16)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=20)
		unk_300A0A85()
		Script_End()
Attribute Changes
  • Walk Speed: 1.21 -> 1.23
  • Run Speed: 1.888 -> 1.9
  • Air Speed: 0.91 -> 1.14
  • Weight: 91 -> 95
Edit: I made some additional adjustments to my moveset hack.
 
Last edited:

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,620
Location
South Carolina
My apologies for the lateness, I had stuff that needed attending.
Here's the results for B Tier: https://docs.google.com/forms/d/e/1...ubljp_NpgP7dba7MRYeWVUT5cyIFgRg/viewanalytics

Annnnndddddddd here's the poll for B+ Tier: https://goo.gl/forms/C89ISECiCGYYwscF2


Also, since I don't see patch 1.1.8 coming up behind me right this second I'll just drop this here.
1111:4miibrawl: is the definition of mediocrity, he has a decent combo game, decent mobility, with the weakness of a atrocious recovery but perhaps unintentionally he also has no real comeback factor quite unlike a lot of the other characters down here, there just isn't much going for him unfortunately. Honestly, I think a good place to start would be by buffing the 1 Up-B and 1 Down-B and upgrading the mobility stat (just for this mii though, not tiny-small lol) so he can actually excel in something.

I honestly don't care much for how they'd buff :4jigglypuff: as long as they, you know, actually do it, regardless though, there's two ways I see this going, they either fix her risk-reward ratio by reducing risk (making moves safe on shield, buffing pound, giving her a kill-throw etc) or by increasing reward (buffing Rest and B-air).
:4ganondorf: Either we spruce up his game with projectiles and new approach options, or we give him even moar attack power, actually no wait that's a bad idea, he'd still get walled out so why not we speed him up (and maybe weaken his attack power a tad, depending on how much he's been sped up by)?

:4zelda:, honestly I'm not sure exactly what to do with, other than the obvious things like removing the free-fall state after Side-B. If I were Nintendo, I'd call up her best players, ask them what they think makes Zelda oh so bad, and try to fix those core issues.

:4kirby: Buff his airspeed or something, just let him approach more safely and he should be set for the most part, he's good on paper if you can overlook the obvious gets walled out easily part.
:4dedede: I'd personally undo all the nerfs, fix up his hitboxes and give him slightly less endlag all around.
:4roy:CANNON, FIX THE CANNON! Oh, and uh, I'd also fix his overlapping hurtbox area, the way his hurtboxes work right now don't make much sense, you can hit a big chunk of the clown car that counts as Bowser. Jr.'s body, it's kind of dumb.

:4pacman: GRAB GRAB GRAB GRAB GRAB, SEE THAT GRAB? FIX THE GRAB! Also, why did he get nerfed in patch 1.04 again? Let's undo those two small changes as well, it's not going to harm anyone right?
:4falco: Buff laser, obviously not to the point it becomes like :falco:'s laser, but it's almost a necessity to buff it since what he really needs is some help in the neutral.
:4palutena: Would it be cheating to say her customs becoming her defaults would be a good buff? Otherwise I think she'll be getting all around frame data buffs.

:4drmario:I think he could be good with one small change, like say, buffing his recovery.
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
Yay, I was the only response to the poll even though two other people posted in the thread this week!

Anyway, I fixed up my tier list so the three tiers are now divided into four how I will order them here. Though the naming convention is now weird, that's the least of my worries.

B+ Tier, or my "A- (1) Tier":

:4tlink: It feels weird putting him in the same tier as his regular counterpart, but at the same time it makes sense for the current meta. Perhaps if Hyuga returns we can see him rise up a tier, but as it stands theory is the only thing keeping him this high.
  • The only big thing I can think to fix about him is his grab game. His grab is laggier than Link's, and his only good throw is B-throw. Decrease end lag of dash and pivot grab to Link's level, make D-throw or U-throw combo better, and make the other one and F-throw do more damage.
  • Other moves that could get slight buffs: N-air (make it autocancel a bit earlier), Z-air (decrease its FAF to 60 like every other Z-air), and Hero's Bow (make it even more powerful when charged).

:4ness: With FOW making a return and The Great Gonzalez continuing to show up, I can now solidly put him above Lucas (rip my main). He's close to balanced, but in one of the most polarizing ways.
  • I'm still not exactly sure why U-smash is so weak, but that could be changed.
  • The only other change that definitely should happen is Sakurai's trigger-happiness with unnecessary free fall on PK Flash.
  • On top of that, I can't think of anything that needs to be changed. Maybe some overall buffs to moves to make them counter top tiers better (especially Rosalina) and some small nerfs to B-throw, U-air, and PK Thunder 2.

:4greninja: I feel like he could easily be a tier higher if his moves functioned like they should. The nerfs he got early on were justified, but it felt like those ridiculous properties were covering up a moveset that feels broken at times, especially in the air.
  • F-air is good, but his other aerials need to be addressed. N-air should have less end lag in the air so he doesn't plummet to his doom, B-air should either be a bit stronger or have less end lag in the air to justify its weakness, U-air hit 5 should be like hits 1-4 so the move more reliably connects to hit 6 and/or semi-spikes, and D-air shouldn't take his double jump away if he bounces off something.
  • And, of course, Shadow Sneak shouldn't have priority over Hydro Pump on the diagonal-up directions.
  • OPTIONAL: With how amazing Substitute is when it lands, its high startup is understandable. However, it not going through shields doesn't make sense when other slow counters like Shulk's do, so change that.

:4link: With the help of T among others, Link's meta game has improved drastically, and he only needs a few buffs now instead of the massive list that most people (including me) had at first.
  • All of his throws besides D-throw could use a slight buff in base knockback to make them a bit better in general.
  • It's clear that they made B-air to be a combo move with how little end lag and landing lag it has, but his mobility isn't quite good enough to combo out of it at higher percents, making it only useful at lower percents. Decrease its knockback growth so it can combo into more things, perhaps with a slight increase in end lag if that makes B-air into D-air be broken.
  • And, like Toon Link, Hero's Bow should be more powerful the more you charge it, even if it isn't a big increase.

:4lucas: With Mekos showing up more frequently, Taiheita is no longer alone in pushing the meta game, so he lands himself in the middle of the pack, which is quite impressive for this game. He only really needs two moves altered:
  • Why was U-smash nerfed in power from Brawl with no compensation in lag? I would revert that nerf so it's worth the high lag, without needing to charge and make it even laggier.
  • PK Freeze is at least better than Ness's PK Flash, but it still makes no sense for it to send him into free fall.
  • OPTIONAL: N-air and D-air could use a lower SDI multiplier, and U-air could use more active frames.

:4pit:/:4darkpit: They've always been the definition of balanced characters, but that doesn't bode well for them in the current meta game. Earth is still doing decently with both of them now, but he's also using Corrin more, so I could easily see them falling off.
  • BOTH: I know they have multiple jumps and great aerials, but why is their air speed that low? Buff it to about 0.96-0.97 (on line with Bayo, WFT, Corrin, Fox, and Mii Swordfighter) to improve their neutral and advantage states.
  • PIT: His side-B was slightly better than Dark Pit's before the latter got buffed, but the truth was both of them were too weak for their lag, so why wasn't Pit's addressed? Decrease its end lag to make up for its weakness.
  • DARK PIT: Pit's jab finisher had its range increased in 1.1.0, why not Dark Pit's? Also, F-tilt should be less laggy to make up for it being weaker than Pit's, and Silver Bow should be even stronger to make up for its higher lag and less aimability.

:4samus: After getting more and more use from various players, the bounty hunter has proven her worth with the suit on, rising from low tier to mid-high tier. She still has a few things I'd like to buff, though:
  • Jab is...what is jab? Jab 2 should come out earlier so it can actually combo out of jab 1.
  • Another character with mediocre smash attacks! F-smash should be a bit more powerful, U-smash should connect and scoop more reliably, and D-smash should be either less laggy or more powerful.
  • Her grab being laggy makes sense with it having great range and her throws being decent, but why is pivot grab that laggy? Decrease its end lag by several frames, because it's way too punishable now.
  • Remember when Missiles weren't terrible? Those were the days... (But seriously, decrease their end lag.)

:4duckhunt: Duck Hunt is like Game & Watch in that I want to buff a lot of things about them (likely due to secondary bias), but many of them are probably unnecessary seeing the success of Raito among others, and all of them combined might make them a bit overpowered. Regardless, I will list all of my ideal changes, from most to least necessary:
  • Hoo boy, Duck Jump is awful. It should have higher acceleration, both vertically and horizontally, so it can travel a bit higher, weave around other attacks more easily, and thus be harder to gimp. Hooray, a worthwhile recovery!
  • Those smash attacks need some attention. Like Pac-Man's, I would appreciate the power buff if I could actually land the strong hit. Do something with hits 1 and 2 of all three smash attacks so they actually link properly.
  • OPTIONAL: Trick Shot (the Can) is already a great projectile, but I never understood why it can't be deflected in the air. Changing this would enhance their projectile game a lot, as it would make the Can more worthwhile offstage and in the air. It shouldn't make the Can broken, as the opponent would also be able to benefit from this.
  • OPTIONAL: Why doesn't F-air autocancel in a short hop when B-air, U-air, and D-air do? Changing this would let it be a safer pressure and combo tool, as retreating F-air would be much safer on shield, and F-throw into F-air would set up for further followups that weren't possible before due to him suffering landing lag.
  • OPTIONAL: I don't know how they would do this, but I want Clay Shooting (the Frisbee) to destroy with something other than neutral-B. This would further diversify his projectile game, as he could deploy and bounce the Can with the Frisbee out, making his walling-out gameplay even better.

:4robinf: Even with very little representation anymore, I still feel like they should be in this tier due to what Dath has shown was possible. Behind their bad mobility they possess some very powerful moves...for the most part.
  • Make Elwind only count as one use of the Wind Tome. Not only would this prevent their recovery from failing halfway through, but it would also let them recover more, and give them more reason to use their rapid jab.
  • Oh, Sakurai, your choices on what moves activate free fall is silly, and the aerial Nosferatu sending them into free fall after successfully landing it just proves my point.
  • Other moves that could be buffed: tilts, F-throw, U-throw, N-air.

:4shulk: With Nicko and Kome basically tied for being the best Shulk, we have two players who are progressing the "pohTENshul" meta game to the point where he is no longer low tier, but rather in the mid-high range like a majority of characters in the game. It's clear that he's not among the best, but I can only think of two buffs that would help him but not make him broken:
  • D-air is pretty bad. It's comparable to U-air in how the hitboxes work, but at least U-air is ridiculously strong and always launches up, but D-air is pretty weak and doesn't always spike. Increase the base knockback of all hitboxes, and change the 10.5% hitbox to also spike so it has a higher chance of spiking (and when it doesn't spike, it remains strong, doing 11.5%).
  • And, the bigger issue, Back Slash. Of all its flaws, the fact that it guarantees an SD offstage is detrimental to his recovery and edgeguarding, as one mis-input with Monado Arts while moving will cost your stock. I would make the animation cancelable with some sort of lag so he can at least try to recover low after a mis-input.
 
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L1N3R1D3R

Smash Lord
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On my Switch
Switch FC
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A- Tier, or my "A+ (2)" Tier:

:4lucario: He was looking like a major tournament threat earlier this year, but now that he's calmed down a bit, he'll reside at the top of this tier for now. Right now I can only think of one of his moves to buff:
  • Extremespeed. This move is awful in every way except sheer distance. The hitbox is really short and not that powerful, his mobility afterward is awful, he suffers too much landing lag from it, and worst of all, they didn't fix the head bonk to actually work like they did for Greninja's up-B. Fix at least two of these four problems and it will be acceptable.

:4villager: He has a decent amount of representation, but sadly DLC shuts him down, so he isn't in the tier above. He probably doesn't deserve any changes, but if he were to be rebalanced, here's what I would do:
  • F-smash has a bit too much knockback. Its damage is fine, but it still kills quite early, so I would nerf it. (On the bright side, this is a projectile, so if it gets reflected or pocketed, it wouldn't be as bad for him.)
  • To compensate, grab would be less laggy, because it's quite bad right now.

:4corrinf: Now that Corrin players are finally doing things, I feel the right to put her this high. I think she's good as is: the damage nerfs were justified because her combos and killing ability in the air was kinda broken before, and the mobility nerfs were justified mostly because Dragon Lunge was broken before. No changes!

:4dk: Super-heavyweight day! I believe DK is a bit better than Bowser, with Luigi, the mid-weight that plays like a heavyweight, close behind them. Nevertheless, there is of course one move that should be buffed:
  • Giant Punch. Sakurai, why does it send him into free fall when it already has high end lag?

:4bowser: Nairo beating ZeRo with Bowser has restored some of my faith in the character, as he would have been at the bottom of this tier without that happening. He also only needs one move to be buffed:
  • Fire Breath is pretty ineffective due to its high lag and non-flinch hitboxes. Fix it up to be more like Charizard's neutral-B.

:4luigi: I wish Elegant wasn't carrying him so much, because I feel like he could be at the top of this tier or even higher if more people were using him. Now that Elegant has fallen in terms of results, I can't see him any higher than this.
  • Luigi Cyclone is pretty odd. I would lower the hit stun of the first hits so it doesn't gimp as early, but to compensate I would make the move require a lot fewer B presses to rise the full distance so it is easier to use.
  • Other moves that could use slight buffs: F-tilt, D-tilt, Green Missile.

:4lucina: Yep, I separated her from Marth again. Like Toon Link, she would likely be an entire tier higher if her "theory" were being shown right now...but it's not. I don't really know what to say about her true viability, except what I think should be changed:
  • As long as she's going to be so similar to Marth, make her sword a bit longer to make their hitboxes match more closely. Alternatively, change up her mobility and moveset to be better at certain things and worse at others than Marth, but we all know Nintendo wouldn't completely overhaul a character in a single patch.
  • On top of that, I can only say the same stuff I'll say for Marth: she doesn't need it, but she could use buffs to dash attack, D-smash, and D-air in exchange for slight nerfs to F-smash's knockback and U-smash's scoop hitboxes.

:4olimar: It still baffles me that so many people underrate Olimar with what Shuton and Myran have done for his meta game. I hear lots of people saying that his moves should have more priority or shouldn't be treated like projectiles, but they don't seem to realize that his ridiculous frame data, disjoints, and damage output more than make up for that weakness. I can only think of one buff that would help without making him absolutely busted:
  • Most of his moves should do at least something without Pikmin. Obviously his specials should remain the same, but his other moves could use small hitboxes that do a little damage so they aren't completely pointless.

:4megaman: Mega Man...I don't exactly know how to feel about him. He has a few ridiculous aspects, but I feel like his results have been falling due to a lot of moves that are just slightly not good enough:
  • Slightly buff dash attack, D-tilt, F-smash, all throws (or at least F-throw and U-throw), F-air, D-air (early hit should also spike sometimes), Crash Bomber, and Leaf Shield.

:4peach: Samsora's gotten better and better, but we haven't really seen anyone else use Peach to as high of a level, so I'm still keeping her down here. Like Mega Man, she doesn't have any single obvious bad move, but she does have several lackluster ones:
  • Slightly buff U-tilt, F-smash (not frying pan), D-smash (how ironic!), U-throw, U-air (maybe), and Toad.
 
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flamer180

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Here's where my posts get hard to make, as after the last two tiers I have three giant tiers which comprise A- through A+, and then only four characters in S Tier, so I'll have to find some way to split the 42 characters in the three huge tiers into four posts here.
:4littlemac: Almost amazing on the ground + horrible in the air = an awkward combination that generally isn't favorable in Smash Bros, which seems to only be able to beat CaptainZack.
  • The nerfs that he got were likely reactionary to his high For Glory usage. Revert them all, because he didn't deserve them.
  • It makes sense that his grab is bad given his boxing gloves, but not that his throws are bad as well. Slightly buff them all.
  • It makes sense that his aerials are bad, but they should at least be able to transition into his amazing ground game better, which they don't do. Make one of them autocancel at the start, and decrease the landing lag on all of them.
  • It makes sense that K.O. Punch is weaker in the air, but why is it THAT much weaker? Increase its damage.
They downgraded my precious little mac!!! :OOOOO HOW DARE THEY!!!

Reverse these downgrades at once!
 

Mario & Sonic Guy

Old rivalries live on!
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I did work on a couple more moveset adjustments during the past set of days, in hopes of making some fighters more efficient.

Script Data: https://docs.google.com/document/d/1Rvhs9ErhDCy-Tt11VC3o5xmqmcfoykm7BohpZ0tx5t8/edit?usp=sharing
Spreadsheet: https://docs.google.com/spreadsheets/d/1388v8IhEhlzblHOrxxXoXh9crgINnlBKYSLb2LoSMkI/edit?usp=sharing

Notable Changes
  • F-tilt and D-tilt have a chance to trip fighters.
  • F-smash gains a super armor duration, and the sweetspot is now the head.
  • D-smash gains a super armor duration that begins once Charizard starts to move its leg downwards.
  • U-smash has a new single frame hitbox that helps keep the attack from missing.
  • F-air no longer has any sourspots.
  • U-throw can KO Mario at around 129% damage, and the collateral hitbox has been made larger. Charizard has super armor until after it throws its grabbed adversary.
  • Flare Blitz's explosion deals high shield damage, but not enough to shatter full shields.
  • Fly can trap fighters more easily during the ascent.
  • Rock Smash's super armor now activates on frame 1, and it deals slightly more damage that can KO Mario at around 123% damage.
  • Blast Burn is now the strongest attack in Charizard's arsenal, KOing Mario at around 44% damage, and the explosion's multiple hits can even shatter shields.
  • Sinking Skull's bury hitbox is also a meteor smash hitbox. And unlike Donkey Kong's Headbutt, it has the knockback strength to send airborne fighters plummeting.
  • Fireball Cannon deals better knockback than before, which also helps when trying to gimp recoveries.
  • Dragon Rush's multiple hits have less hitlag, enabling it to trap multiple fighters more easily.
  • Mega Charizard X's attacks are more potent with their damage output, with Dragon Rush and Fire Blast both dealing up to 30% damage. The attacks can even KO Mario when he goes over 50% damage.

Script Data: https://docs.google.com/document/d/17717HuCv9yf8nWfjt3CFHrfs7tzrT8Pp__riWjU8BhQ/edit?usp=sharing
Spreadsheet: https://docs.google.com/spreadsheets/d/1SZ_gAAJqAT-kc-27fxJf5USdDQb5zvNIbPObPAKEizA/edit?usp=sharing

Notable Changes
  • F-tilt now has a chance to trip fighters.
  • F-smash's clean hit can now clang with other attacks.
  • D-air's start-up lag is drastically reduced, and it now deals multiple weak hits, followed by a stronger hit that's also a meteor smash. A landing hitbox has also been added, which deals minor damage and decent knockback.
  • D-throw has been altered to enable Falco to perform follow-ups more easily against low damage opponents.
  • Blaster's lasers deal 4% damage.
  • Falco Phantasm's knockback is stronger, and it can KO Mario at around 252% damage. The meteor smash hit deals 7% damage, and has better knockback as well, but is still less potent than the d-air's meteor smash hitbox.
  • Fire Bird's charging duration has a new hitbox that lasts for almost the whole duration of the charge. Deals up to 20 hits, but each hit only deals 0.5% damage, and has fixed knockback. The charge can still be interrupted, however, and some grabs do bypass the hitbox.
  • Fire Bird can trap fighters more easily, and is now more potent as a KO move, dealing up to 10 hits that add up to 14% damage, and can KO Mario on the ground at 147% damage if he takes all 10 hits. However, when used on the ground, some fighters can break free after taking 4 or 5 hits. Curiously, Lucina is more vulnerable to getting trapped by Fire Bird than Marth.
  • Reflector now deals 6% damage, and gains a 50% trip rate.
  • Explosive Blaster's energy projectile now deals minor damage, but it still can't flinch, and can even be absorbed. The explosion, however, has become more potent, and can even make KOs.
  • Falco Phase's ending lag has been greatly reduced, making it more effective for recovery, and as a way to escape. Still can't deal any damage, and while Falco still loses all momentum upon ending this move in the air, the ending lag reduction makes that flaw irrelevant.
  • Fast Fire Bird still deals minor damage, but it now has some KO capabilities. KOs Mario at around 221% damage.
  • Accele-Reflector only deals 3% damage, but the attack is now guaranteed to trip fighters. Hardly has any KO potential though.
  • When using Falco Charge, Falco will gain super armor when he starts moving forward, and it lasts until he stops moving. The clean hit is also more damaging, and can deal high shield damage as well.
  • Distant Fire Bird's charging duration can't deal any damage, but Falco now gains super armor during the charge, which compensates for the longer charge time.
  • Distant Fire Bird now has a powerful hitbox that only lasts for one frame. If it hits, it will deal 20% damage, high knockback, and can even shatter full shields. In fact, the hitbox is powerful enough to KO Mario at around 53% damage, despite not being as mighty as Little Mac's KO Uppercut, or as damaging as Luigi's clean hit Super Jump Punch. That single frame also has super armor and high hitlag, which means that even counterattacks can't interrupt the attack, despite dealing damage to Falco. Beginning on frame 2, however, the attack becomes less powerful, being almost as strong as Fire Fox's clean hit, and loses the super armor.
  • Reflector Void deals 12% damage, and can KO Mario at around 200% damage.

On a side note, I recently modified Palutena's Angelic Missile so that it now has a super armor duration. That attack has been so easy to interrupt, even by the weakest attacks out there. But with the super armor inclusion, fighters can't interrupt Angelic Missile so easily now. However, if blocked by a Counter move, the counterattack will hit after the super armor is turned off.

Code:
SpecialS2
	Set_Armor(State=0x1, Threshold=0)
	Set_Frame_Duration(Speed=0.7)
	Asynchronous_Timer(Frames=1)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=15, Angle=0x23, KBG=0x54, WBKB=0x0, BKB=0x38, Size=5.2, X=0, Y=7.5, Z=2.5, Effect=0x0, Trip=0, Hitlag=1.3, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x1, 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)
	ATK_KEEP_RUMBLE(unknown=0x0)
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000E)
	Synchronous_Timer(Frames=27)
	Bit_Variable_Set(Variable=0x2100000F)
	Script_End()

SpecialS2End
	Set_Armor(State=0x0, Threshold=0)
	Remove_All_Hitboxes()
	Script_End()
Edit: Added spreadsheet links.
 
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L1N3R1D3R

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Now, this is going to seem really weird to a lot of you, but stick with me. Several of these characters are generally perceived as "top tier" by the majority of the community, but I'm saving "top tier" for the four characters that I think should get overall nerfed. On the contrary, some of these characters could be toned down a bit in some places but tuned up in others, rebalancing them overall. (I'm iffy about giving Sheik and Fox any buffs due to their frame data, which is why they're at the top of this tier.)

A+ Tier:

:4sheik: The one character I'm fine with seeing do really well given how hard it is to play her correctly...for the most part. I would still nerf one move in exchange for buffing another:
  • Why is Vanish so safe? It has really long intangibility, a strong hitbox and a windbox, and practically no landing lag, making it near impossible for any character to punish in any capacity.
  • To compensate, Burst Grenade is another victim of the unnecessary Sakurai free fall, so change that.

:4zss: Even without Marss doing much recently, Nairo has done so much recently, giving me reason to put her this high. Her ladder combos are generally fine, as they can be difficult to set up for a kill, but what isn't fine is:
  • Flip Kick is ridiculously good, and for some reason it hasn't been addressed. For being so good at moving quickly with intangibility, does it also need to be THAT strong? It kills most characters at 40-50% out of N-air or D-smash, which is a much more guaranteed early kill option than the ladder combos will ever be.
  • To compensate, what is the point of D-tilt or U-throw? D-tilt should have a higher angle, and U-throw should be stronger to reward her more for grab at higher percents (since grab is the center of her advantage state anyway).

:4fox: Of course Larry Lurr is still doing really well, but recently NAKAT, Charliedaking, and others have been doing a lot of work, helping this high placement. I'm fine with his ridiculous advantage state for the most part, but he does have a few moves that are just a bit too good:
  • B-air's autocancel is just a bit stupid. Do any of you know that there are only SIX FRAMES where the move DOESN'T autocancel? That makes the move unfairly safe in the neutral, where he shouldn't be that good. F-air could also have less hit stun like Luigi's down-B so it isn't as ridiculous at gimping. (That's right, no U-air nerf! That's because that move is part of his normal advantage state, which should be amazing, as opposed to his neutral and edgeguarding states.)
  • To compensate, all of his grabs (besides maybe D-throw) and Blaster could use buffs, at least in their damage output, because you hardly ever see them being used in top-level play.

:4sonic: With KEN really showing up recently and other Sonics following his lead, he deserves a high placement. He's the only character in this tier that I think definitely should be rebalanced, so he's not as good at being annoying and campy:
  • Make Spin Dash and Spin Charge not shield-cancelable. To compensate, buff dash attack and Homing Attack.

:4mario: Mario's really taken a hit in terms of results, with Ally dropping significantly and ANTi not doing enough with Mario to compensate (the most he's done recently is take GOML 2017 over Mistake and Larry Lurr). He still has enough going for him right now to clinch this tier for now, but I could see that changing very soon. And just like Mewtwo and Falcon, if I were to change him, I would nerf one crazy move while buffing two mediocre moves:
  • MAYBE nerf U-smash and buff F-tilt and Fireball, all in terms of their lag.

:4marth: I'm so glad MKLeo and Mr. E are using more Marth and doing better recently, because the future wasn't looking so bright for him for a while, but now he's returned. As I mentioned before with Lucina, I would buff three moves and nerf two:
  • Nerf F-smash (startup) and U-smash (scoop hitbox) in exchange for buffing dash attack, D-smash, and D-air.

:4pikachu: Yes, Pikachu's this good, as ESAM has gone to prove recently. I want to nerf Thunder so it isn't quite as silly, but I can only think of a few other moves of his that aren't great already to buff as compensation:
  • Skull Bash should definitely be buffed, and dash attack, F-tilt, and D-smash could be tuned up a little bit.
  • While Quick Attack might be his "best" move, Thunder is the most "broken". I would make the move not come out that soon so it's not as easy to escape combos, and decrease the BKB of the spike hitbox so the move doesn't gimp as early.

:4mewtwo: Probably the worst of the agreed "top tiers", Mewtwo's lack of results recently is really hurting him, with WaDi surprisingly doing the most with him. But he still is the best example of a true "glass cannon" in this game, and he's shown enough potential in the meta game to be in this tier. Like Falcon, I'm giving him two buffs and one nerf:
  • I've tried to put up with Mewtwo's F-air for too long now. It just doesn't make sense for such a quick character to have a frame-6 aerial that hits in front of him, does 13%, combos into itself, and kills early.
  • To compensate, his F-smash and grab range should be slightly buffed, because the former currently has no reason to be used besides maybe pivot/turn-around, and the latter is deceptively small and would only lead to one great throw.

:4ryu: He would probably also fall a bit since Locus has cooled down, but DarkShad is still helping a bit, and there's nobody else below him besides maybe Corrin who deserves this spot. His mediocre neutral and disadvantage states perfectly compensate for his ridiculous advantage state currently, so I'd say no changes, but there's always this possibility:
  • Slightly reduce lag of all forms of Hadouken, in exchange for nerfing True Shoryuken's knockback a little.

:4metaknight: I still have high hopes for Meta Knight, since his frame data and move behavior lets him destroy floaties while still doing respectably well against most other characters. Again, he doesn't need changes, but to rebalance him, this is what I'd do:
  • It's odd that they nerfed his U-air while leaving Shuttle Loop untouched, because it was that move that made the combos so deadly for the most part. I would remove the high-BKB properties of hit 1 of aerial Shuttle Loop so it can never drag the opponents closer up to the blast zone for easier kills. (At the same time, this wouldn't be too bad, as now the hits will connect to each other more consistently, and unlike other ladder combo characters, he usually needs the final hit of up-B to connect to kill.)
  • To compensate, his other specials should have less end lag in the air so they can snap the ledge earlier for diverse recovery.

:4falcon: He probably should be in the tier below him now that Fatality's cooled down a bit, but the list I'm basing this off is pretty old. Still, it stands that his advantage state is ridiculous and his neutral game is respectable, which more than makes up for his bad disadvantage state. I would buff two moves in exchange for nerfing one:
  • U-air is pretty ridiculous. It has only NINE FRAMES of landing lag, which I believe is the lowest of any aerial that isn't a Z-air, and its combo and damage racking ability on its own is just a bit silly.
  • Obviously, Falcon Punch and Falcon Kick are bad. The former should be stronger, and the latter should be less laggy.
 
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L1N3R1D3R

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At last, we're at the top. I've only put four characters in this tier, but in my mind they are the undeniable top four, at least in terms of theory, and the only four characters that deserve considerable nerfs.

S Tier, from best to worst:

:4bayonetta: After Salem and Mistake have broken out and done insane things with her, it's undeniable that she's the best character in the game currently. She just...doesn't fit the Smash Bros formula at all. Let's go aspect by aspect and see what's ridiculous, then change her so she's still fantastic at combos but not as good everywhere else:
  • Dodges: Bats Within shouldn't happen at the start of dodges, because they're unfairly fast right now. (See Salem vs. VoiD.)
  • Tilts: F-tilt is fine. D-tilt should get another range nerf because it's still kinda dumb, and U-tilt should have more lag for how it does high damage and sets up for combos.
  • Aerials: D-air should have less BKB on the spike and the landing hitbox so it doesn't kill stupidly early, N-air and U-air shouldn't extend their hitboxes on the Bullet Arts extensions so they're not as good at camping or frame trapping, F-air shouldn't drag opponents as much as it does now, and B-air and U-air should be more laggy.
  • Specials: Bullet Climax is fine, given she's not on Lylat. Heel Slide and regular ABK are fine. Downward ABK...we'll get to that. Witch Twist should get another range nerf, and the double jump glitch shouldn't happen after the second use. Witch Time shouldn't have Bats Within at all and should scale based on damage countered.
  • Downward ABK: Now obviously this shouldn't be how it was before 1.1.6, but I still do think the angle could be raised to about halfway between its old and new values, in exchange for it bouncing up less and having more end lag. Keep in mind, this would only bring back certain combos, as it still wouldn't bounce them up nearly as high as it used to, but it could potentially combo into F-air or regular ABK without bad DI being necessary. The lower bounce and higher end lag would ensure that the new combos are limited, as well as make her neutral game even less safe.

:4cloud: Cloud is the character that I think most people can agree how they would handle, but I have some different ideas:
  • His air speed makes no sense for how good his sword is. Reduce it by ~10% (for both Limit and non-Limit), which would in turn make his recovery even worse and just tone down all of his states overall.
  • Clearly his Limit charging needs some attention. I feel like Limit should charge more slowly in general, especially from being hit by moves because he shouldn't be highly rewarded for being hit.
  • On top of that, he really only needs two other moves nerfed: U-air shouldn't autocancel that early and should have a bit more landing lag, and Cross Slash should do less damage (both Limit and non-Limit versions).
  • OPTIONAL: Climhazzard is weird. I don't like how the non-Limit version is untechable and the Limit version doesn't always snap to the ledge, but at the same time I don't like how much BKB the descending hitbox has (for both angles). I feel like it could be rebalanced to buff its recovery but nerf its power, but I don't know if that should happen.

:4diddy: I find it crazy that even after the nerf to his most ridiculous aspect, he's still an oppressive character like Bayonetta. It's clear that they only cared about removing the go-to problem, as his moveset in general is still crazy, like he's Sheik x2. He trades recovery (though ZeRo has shown that it's still pretty good if planned out) for more damage on his still lightning-quick moves, neutral and advantage states that are still crazy, and a much easier time killing. The craziest part? He hasn't been truly nerfed since 1.0.8, and he's still shown himself to be an oppressive character since then. He has three moves I want nerfed, as well as one buff I want to be reverted:
  • D-tilt. This move alone removes all the risk that his kill moves should have, given his easy time racking up damage, at a huge range of percents. What's worse, this move was made to have less knockback in 1.0.8, which only made it better. Greatly increase its KBG so it can't combo into smash attacks at their kill percents.
  • F-air. This is such a ridiculous move, mostly due to its ability to autocancel in a short hop fast fall. This combined with its disjointed range, good damage, long active frames, and quick startup makes it impossible for most characters to do anything about, making it free damage. Make the ending autocancel a lot later so it only works in a short hop without fast fall.
  • D-air. Most people don't talk about this busted move, but I will address it. Sure, it's kinda slow and only lasts a frame, but it's the only killing spike in the game whose sourspot also spikes, and both hitboxes can kill unfairly early, which again is dumb for how easily he can rack up damage. This makes the move way too scary offstage, making anyone have to fear coming anywhere near it lest they get spiked immediately. Add to this that it autocancels up to the frame before the hitbox comes out, and you have a move that demands far too much respect from the opponent no matter where it's used. Make the sourspot have a different angle, and slightly reduce the starting autocancel frames.
  • Monkey Flip. Who thought this unpredictable move needed an extra hitbox on the kick in 1.0.6? Remove that.
  • Other moves that I almost considered nerfing: U-tilt (KBG), all smash attacks (startup), something about dash grab so it can't punish anything, B-throw (does it need to do 12%?), B-air (overall lag), Banana Peel.

:rosalina: Yes, she's not doing as well as the other characters here, but she still gives me way too much salt when I see her do well through Dabuz or falln. Luma's just too good for its size.
  • Why does Luma have so much range on its attacks, and why does it have rage period? Neither of those things make sense for how it's small, has stubby limbs, and takes its own damage separately from Rosalina.
  • On top of this, some of Luma's moves have excessively high BKB, notably on U-tilt and aerials.
  • Gravitational Pull is her only non-Luma move that's simply too good. It should have less range and more lag.
  • OPTIONAL: Slightly nerf U-smash, but slightly buff some of solo Rosalina's other moves to compensate.
 
Last edited:

Zerp

Formerly "ZeroSoul"
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South Carolina
Sorry for the consistent lateness, I've been super busy the last two weeks, although I think I'll be less busy soon, so I'm not worried for the future. I'll post my thoughts on the tiers I missed soon™.

Here's S Tier's results: https://docs.google.com/forms/d/e/1...ajXhmKFphS8kvHHqNxtbry3lJgm3hrg/viewanalytics

Now it's break week, so you can discuss whatever balance related things you want, and after the week we'll do some more polls to see if we should shake up the format or what not.
 
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Guido65

Smash Apprentice
Joined
Jul 30, 2015
Messages
144
I missed a few things but regarding some balance changes I think I will place my opinion one some of them:

:4bayonetta2::There are a couple of ways to make bayonetta balanced while making her still feel like bayonetta. One would be to make witch time go away after hit or to make the slowdown effect weaker(as in it lasts shorter or scales with %'s so at low %'s it won't lead to a incredibly stupid punish). Making witch twist's hitboxes less disjointed is another way to tone her down so you can actually challenge it. Finally make her not able to get abk back if she's hit out of it because sheik and zss don't get bouncing fish/flip jump back while she gets her abk back if hit out of it. This would make her recovery far more exploitable and actually have a chance at gimping it.

:4cloud2::Balancing him out is a bit easier then bayonetta since imo it's not really that hard to make him balanced without gutting him. Main changes I would make are a slower jumpsquat make nair not autocancel in a short hop, increase the landing lag on bair to 19 frames from 14, remove the mobility buffs from limit but still keep limit moves since limit lets him recover without using up b at all due to his mobility being incredibly dumb(he's already fast as is so the mobility buffs from limit are overkill), make uair 1 frame slower so it doesn't cover so far below him(this is what happened to diddy's up air a while back) He'd still be a solid character due to having fast frame data for his reach,powerful advantage state and neutral,and his aerial game would still be solid just not as oppressive to some characters(:4tlink::4pacman::4villager::4duckhunt::4wario2::4jigglypuff::4yoshi:).

:4diddy::Honestly just increase down tilt's knockback growth a bit so it doesn't confirm into kills for a very long time(it should still combo into a kill move just not nearly a forgiving window) Other then that I don't think he's that unbalanced.

:4mewtwo:: A slight endlag increase on shadow ball and down tilt wouldn't kill him in all honesty if it was just by like 4 frames. I don't think he's that unbalanced though. The grab visual needs fixed since it lasts way too long and looks misleading(his grab range isn't that awful it's primarily the visual lasts too long and makes it look misleading).
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
Yeah...I'm getting kinda bored with this format. I personally think it's fun to discuss an entire tier at once, but if hardly anyone else does, then it gets pretty boring being the only person with posts.

Now that I think about it, I'm liking the older format more for this thread. Not only would the thread be more active, but it would also give us a chance to talk about a specific character when we think they should be discussed. If a mid tier pulls off an upset or a character wins a tournament for the first time, we could talk about them right after the fact, rather than having to wait a while after other big things have already happened.

:4mewtwo:: A slight endlag increase on shadow ball and down tilt wouldn't kill him in all honesty if it was just by like 4 frames. I don't think he's that unbalanced though. The grab visual needs fixed since it lasts way too long and looks misleading(his grab range isn't that awful it's primarily the visual lasts too long and makes it look misleading).
Shadow Ball is understandable considering how much damage it does and how quickly it charges. However, I don't see a huge problem with D-tilt. Sure, it has a big hitbox and not much lag, but it's primarily a combo starter, so its success highly depends upon what it can combo into, specifically: F-air. I think that move should be the one that gets a lag increase, because it does far too much damage for how little startup and end lag it has.
 
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Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,620
Location
South Carolina
So here's that poll I was talking about earlier, https://goo.gl/forms/EOyi5lt14Fcu5o2R2 , it's about the thread's format, and what it will be like in the future, also, I hope noone minds this but I'll close it this Sunday instead of Tuesday since Tuesdays are starting to become really busy for me.

Anyway, I personally would prefer that we stopped having a rigid format for discussion, and made this thread more free-form. There isn't really much places here for people to talk about their random thoughts about insertcharacterhere and if the character/tier isn't the one we're discussing then they can't bring it up when they want to, and I feel that there should be a place for those kinds of posts. But that's just my opinion. :p
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
IDEA: We can talk about specific characters at certain times akin to the former format, but instead of "using up" a character, we can just return to them if anything notable happens in the discussion or in a tournament. (I really want to talk about Diddy right now...)

Alternatively, we can just do free-form like you suggested, which is what I voted for.
 
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DeNikSSB

Smash Cadet
Joined
Oct 18, 2016
Messages
42
Location
CT
NNID
ShaltSaker
I want Toon Link to be more like his PM incarnation, although Nintendo's never gonna make that happen...

Dreams will be dreams I guess.
 

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,620
Location
South Carolina
So, every answer on the poll was in favor of there being no format, so from now on there's not going to be one, so we can talk about whatever character(s), stages or patches we want, whenever we want to.
IDEA: We can talk about specific characters at certain times akin to the former format, but instead of "using up" a character, we can just return to them if anything notable happens in the discussion or in a tournament. (I really want to talk about Diddy right now...)

Alternatively, we can just do free-form like you suggested, which is what I voted for.
I like your idea since it's a lot more flexible than the way I used to run this thread, but I personally think it'd still be better to let anyone talk about any character they want to whenever they want to, and despite your suggestion being more flexible a one character/tier per day/week restriction still prevents that so I'd prefer just having no format, although your idea is a lot better than the old format imo.
 
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Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I'll just start by saying that I recently made a good deal of adjustments to Ganondorf's moveset.

Code:
Attack11
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.5)
	Asynchronous_Timer(Frames=7)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=8)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x14, Size=5, X=0, Y=12, Z=19, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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, Z2=7)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=0.9)
	Script_End()

AttackDash
	Asynchronous_Timer(Frames=10)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=14, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=7, X=0, Y=9, Z=7, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, 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=3)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x50, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=4, X=0, Y=9, Z=7, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, 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=7)
	Remove_All_Hitboxes()
	Script_End()

AttackS3S
	Asynchronous_Timer(Frames=10)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x5, Damage=13, Angle=0x14, KBG=0x5C, WBKB=0x0, BKB=0x20, Size=5.5, X=5.3, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=13, Angle=0x14, KBG=0x5C, WBKB=0x0, BKB=0x20, Size=5.5, X=0.5, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=13, Angle=0x14, KBG=0x5C, WBKB=0x0, BKB=0x20, Size=5.5, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=15)
	Set_Frame_Duration(Speed=0.75)
	Script_End()

AttackHi3
	Asynchronous_Timer(Frames=6)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0xB4, KBG=0x64, WBKB=0x1, BKB=0x0, Size=10, X=0, Y=5, Z=32, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x5, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=25, Z2=32)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=0, Angle=0x0, KBG=0x64, WBKB=0x1, BKB=0x0, Size=10, X=0, Y=5, Z=8, Effect=0x0, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x5, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, X2=0, Y2=25, Z2=8)
	Asynchronous_Timer(Frames=21)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=71)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=81)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x8, Damage=28, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x3C, Size=6, X=3, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, 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, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=28, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x3C, Size=6, X=9, Y=0, Z=0, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, 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, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=20, Angle=0x50, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=13, X=0, Y=5, Z=22, Effect=0x5, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x8, 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, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Set_Armor(State=0x0, Threshold=0)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

AttackLw3
	Asynchronous_Timer(Frames=10)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=13, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x20, Size=5.5, X=8.5, Y=-0.5, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=13, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x20, Size=4.8, X=5, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x8, Damage=13, Angle=0x50, KBG=0x60, WBKB=0x0, BKB=0x20, Size=3, X=0, Y=0, Z=3, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=13)
	Remove_All_Hitboxes()
	Script_End()

AttackS4Hi
	Asynchronous_Timer(Frames=21)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=0x10, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=6)
	Remove_All_Hitboxes()
	Script_End()

AttackS4Lw
	Asynchronous_Timer(Frames=21)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=0x10, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=6)
	Remove_All_Hitboxes()
	Script_End()

AttackS4S
	Asynchronous_Timer(Frames=10)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=21)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=0x10, Damage=24, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x24, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x5, 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=6)
	Remove_All_Hitboxes()
	Script_End()

AttackHi4
	Asynchronous_Timer(Frames=10)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=21)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x5, Damage=24, Angle=0x55, KBG=0x4C, WBKB=0x0, BKB=0x28, Size=7.2, X=6, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=24, Angle=0x55, KBG=0x4C, WBKB=0x0, BKB=0x28, Size=4.8, X=3.2, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Extended_Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=21, Angle=0x55, KBG=0x4C, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=8, Z=6, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=8, Z2=0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Script_End()

AttackLw4
	Asynchronous_Timer(Frames=5)
	Bit_Variable_Set(Variable=0x2100001B)
	Asynchronous_Timer(Frames=15)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x8, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=3.5, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=0, Y=11, Z=5.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=4)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=35)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x8, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=3.5, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=16, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.5, X=0, Y=11, Z=-5.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x4, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=4)
	Remove_All_Hitboxes()
	Script_End()

AttackAirB
	Asynchronous_Timer(Frames=7)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=10)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=17, Angle=0x169, KBG=0x58, WBKB=0x0, BKB=0x28, Size=5.5, X=3.2, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x10, Damage=17, Angle=0x169, KBG=0x58, WBKB=0x0, BKB=0x28, Size=6.3, X=4.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xF, Damage=17, Angle=0x169, KBG=0x58, WBKB=0x0, BKB=0x28, Size=4.8, X=-0.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=3)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=22)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirF
	Asynchronous_Timer(Frames=7)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=14)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x15, Damage=19, Angle=0x169, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=4, X=-1.1, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x16, Damage=19, Angle=0x169, KBG=0x48, WBKB=0x0, BKB=0x3C, Size=5.5, X=2, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=6)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=35)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirHi
	Asynchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=6)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=13, Angle=0x5F, KBG=0x58, WBKB=0x0, BKB=0x24, Size=4.8, X=3.2, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=13, Angle=0x5F, KBG=0x58, WBKB=0x0, BKB=0x24, Size=5.76, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=12)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=10, Angle=0x5F, KBG=0x58, WBKB=0x0, BKB=0x24, Size=4.8, X=3.2, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=10, Angle=0x5F, KBG=0x58, WBKB=0x0, BKB=0x24, Size=5.76, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=17)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=25)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirLw
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=16)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=20, Angle=0x10E, KBG=0x64, WBKB=0x0, BKB=0x14, Size=7, X=0, Y=10, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x6, X2=0, Y2=1, Z2=0)
	Synchronous_Timer(Frames=3)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=32)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

AttackAirN
	Asynchronous_Timer(Frames=4)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=7)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=13, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=13, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=13, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	unk_83197B9A(unknown=0x2, unknown=0x1)
	Synchronous_Timer(Frames=2)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=10, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=6, X=6, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x0, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=10, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x0, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=10, Angle=0x169, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x0, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=5)
	Remove_All_Hitboxes()
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=20)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x5, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Size=8, X=6.5, Y=0, Z=-3, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Size=7, X=0, Y=0, Z=-1, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=13, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=2)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x5, Damage=10, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=6, Y=0, Z=-3, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x5, Damage=10, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=-1, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x3, Damage=10, Angle=0x169, KBG=0x50, WBKB=0x0, BKB=0x28, Size=6, X=0, Y=0, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=5)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=28)
	Set_Frame_Duration(Speed=0.75)
	Asynchronous_Timer(Frames=41)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialAirN
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=66)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=38, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=2.4, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xD, Damage=38, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=0, Y=0, Z=1, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=38, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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)
	Asynchronous_Timer(Frames=77)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Script_End()

SpecialAirN_C2
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7)
	Remove_Article(Article=0x1)
	unk_0A7BF1D4(unknown=0x1, unknown=0x1)
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=51)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=63)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=8, Z=5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=66)
	Set_Frame_Duration(Speed=1)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Add_Momentum(Horizontal=0.8, Vertical=0)
	Asynchronous_Timer(Frames=70)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=71)
	Set_Armor(State=0x0, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=26, Angle=0x1E, KBG=0x14, WBKB=0x0, BKB=0x50, Size=3.5, X=0, Y=13, Z=1.5, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=13, Z2=22.5)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=43, Angle=0x1E, KBG=0x58, WBKB=0x0, BKB=0x20, Size=3.5, X=0, Y=13, Z=29.5, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x32, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=13, Z2=27.5)
	Asynchronous_Timer(Frames=78)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Asynchronous_Timer(Frames=84)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=104)
	Set_Frame_Duration(Speed=1)
	Remove_Article(Article=0x1)
	Script_End()

SpecialAirN_C3
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=66)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x28, WBKB=0x0, BKB=0x78, Size=6.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x10, Damage=12, Angle=0x3C, KBG=0x28, WBKB=0x0, BKB=0x50, Size=17.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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)
	Asynchronous_Timer(Frames=72)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Script_End()

SpecialAirNTurn
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=66)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x28, Size=5, X=2.4, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xD, Damage=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x28, Size=5, X=0, Y=0, Z=1, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x28, Size=5, X=5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x14, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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)
	Asynchronous_Timer(Frames=77)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Script_End()

SpecialAirNTurn_C2
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7)
	Remove_Article(Article=0x1)
	unk_0A7BF1D4(unknown=0x1, unknown=0x1)
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=51)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=63)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=8, Z=-5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=66)
	Set_Frame_Duration(Speed=1)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Add_Momentum(Horizontal=0.8, Vertical=0)
	Asynchronous_Timer(Frames=70)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=71)
	Set_Armor(State=0x0, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=28, Angle=0x1E, KBG=0x14, WBKB=0x0, BKB=0x50, Size=3.5, X=0, Y=12.5, Z=-2, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x14, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=-23)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=45, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x28, Size=3.5, X=0, Y=12.5, Z=-30, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x32, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=-28)
	Asynchronous_Timer(Frames=78)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Asynchronous_Timer(Frames=84)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=104)
	Set_Frame_Duration(Speed=1)
	Remove_Article(Article=0x1)
	Script_End()

SpecialAirNTurn_C3
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=66)
	Bit_Variable_Set(Variable=0x2100000F)
	Basic_Variable_Set(Value=0x1, Variable=0x11000002)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=24, Angle=0x169, KBG=0x28, WBKB=0x0, BKB=0x78, Size=5.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x10, Damage=16, Angle=0x3C, KBG=0x28, WBKB=0x0, BKB=0x50, Size=17, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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)
	Asynchronous_Timer(Frames=72)
	Remove_All_Hitboxes()
	Basic_Variable_Set(Value=0x2, Variable=0x11000002)
	Script_End()

SpecialN
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=30, Angle=0x2D, KBG=0x28, WBKB=0x0, BKB=0x78, Size=5, X=2.4, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xD, Damage=30, Angle=0x2D, KBG=0x28, WBKB=0x0, BKB=0x78, Size=5, X=0, Y=0, Z=1, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=30, Angle=0x2D, KBG=0x28, WBKB=0x0, BKB=0x78, Size=5, X=5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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)
	Asynchronous_Timer(Frames=77)
	Remove_All_Hitboxes()
	Script_End()

SpecialN_C2
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7)
	Remove_Article(Article=0x1)
	unk_0A7BF1D4(unknown=0x1, unknown=0x1)
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=51)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=63)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=8, Z=5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=66)
	Set_Frame_Duration(Speed=1)
	Add_Momentum(Horizontal=0.8, Vertical=0)
	Asynchronous_Timer(Frames=70)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=71)
	Set_Armor(State=0x0, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=20, Angle=0x28, KBG=0x14, WBKB=0x0, BKB=0x50, Size=3.5, X=0, Y=10.5, Z=-1, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=10.5, Z2=20)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=33, Angle=0x28, KBG=0x24, WBKB=0x0, BKB=0x78, Size=3.5, X=0, Y=10.5, Z=27, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x32, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=10.5, Z2=25)
	Asynchronous_Timer(Frames=78)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=84)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=104)
	Set_Frame_Duration(Speed=1)
	Remove_Article(Article=0x1)
	Script_End()

SpecialN_C3
	Asynchronous_Timer(Frames=11)
	Bit_Variable_Set(Variable=0x2100000D)
	Set_Armor(State=0x1, Threshold=0)
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x28, WBKB=0x0, BKB=0x78, Size=6.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x10, Damage=12, Angle=0x3C, KBG=0x28, WBKB=0x0, BKB=0x50, Size=17.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x5, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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)
	Asynchronous_Timer(Frames=72)
	Remove_All_Hitboxes()
	Script_End()

SpecialNTurn
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xF, Damage=37, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=2.4, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xD, Damage=37, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=0, Y=0, Z=1, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=37, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x20, Size=5, X=5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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)
	Asynchronous_Timer(Frames=77)
	Remove_All_Hitboxes()
	Script_End()

SpecialNTurn_C2
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=0.7)
	Remove_Article(Article=0x1)
	unk_0A7BF1D4(unknown=0x1, unknown=0x1)
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=51)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=63)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6, X=0, Y=8, Z=-5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=66)
	Set_Frame_Duration(Speed=1)
	Add_Momentum(Horizontal=0.8, Vertical=0)
	Asynchronous_Timer(Frames=70)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=71)
	Set_Armor(State=0x0, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=25, Angle=0x23, KBG=0x14, WBKB=0x0, BKB=0x50, Size=3.5, X=0, Y=10.5, Z=-2, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=10.5, Z2=-25)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=42, Angle=0x23, KBG=0x58, WBKB=0x0, BKB=0x20, Size=3.5, X=0, Y=10.5, Z=-32, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x32, SFXLevel=0x2, SFXType=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xA, 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=10.5, Z2=-30)
	Asynchronous_Timer(Frames=78)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=84)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=104)
	Set_Frame_Duration(Speed=1)
	Remove_Article(Article=0x1)
	Script_End()

SpecialNTurn_C3
	Asynchronous_Timer(Frames=11)
	Reverse_Direction()
	Set_Armor(State=0x1, Threshold=0)
	Set_Frame_Duration(Speed=0.4)
	Asynchronous_Timer(Frames=61)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=70)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=24, Angle=0x169, KBG=0x28, WBKB=0x0, BKB=0x78, Size=5.5, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x10, Damage=16, Angle=0x3C, KBG=0x28, WBKB=0x0, BKB=0x50, Size=17, X=1.5, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xA, SFXLevel=0x1, SFXType=0xB, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, 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)
	Asynchronous_Timer(Frames=72)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirS
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=16, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0xB, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=6)
	Set_Armor(State=0x0, Threshold=0)
	Script_End()

SpecialAirS_C2
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0xB, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=4)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x46, KBG=0x50, WBKB=0x0, BKB=0x64, Size=7, X=0, Y=7, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x8, 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=0x0, Damage=12, Angle=0x46, KBG=0x3C, WBKB=0x0, BKB=0x64, Size=24, X=0, Y=7, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x8, 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=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=6)
	Set_Armor(State=0x0, Threshold=0)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirSCatch
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Add/Set_Momentum2(Horizontal=0, Vertical=2, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
	Asynchronous_Timer(Frames=3)
	Basic_Variable_Set(Value=0x1, Variable=0x11000005)
	Script_End()

SpecialAirSCatch_C2
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Add/Set_Momentum2(Horizontal=0, Vertical=2, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
	Asynchronous_Timer(Frames=3)
	Basic_Variable_Set(Value=0x1, Variable=0x11000005)
	Script_End()

SpecialAirSFall
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Add/Set_Momentum2(Horizontal=0, Vertical=-5, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
	Asynchronous_Timer(Frames=2)
	Basic_Variable_Set(Value=0x2, Variable=0x11000005)
	Script_End()

SpecialAirSFall_C2
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Add/Set_Momentum2(Horizontal=0, Vertical=-5, Add/SetHorizontal=0x0, Add/SetVertical=0x1)
	Asynchronous_Timer(Frames=2)
	Basic_Variable_Set(Value=0x2, Variable=0x11000005)
	Script_End()

SpecialAirSStart
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=19)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=5, X=0, Y=11, Z=7.5, Action=0xBA, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=5, X=0, Y=11, Z=12, Action=0xBA, Air/Ground=0x3, Unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=29)
	Bit_Variable_Set(Variable=0x2100000E)
	Asynchronous_Timer(Frames=32)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialAirSStart_C2
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=5)
	Set_Frame_Duration(Speed=2)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=19)
	Add_Momentum(Horizontal=-0.8, Vertical=0)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=5, X=0, Y=11, Z=8.5, Action=0xBA, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=5, X=0, Y=11, Z=12, Action=0xBA, Air/Ground=0x3, Unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=29)
	Add_Momentum(Horizontal=0.4, Vertical=0)
	Bit_Variable_Set(Variable=0x2100000E)
	Asynchronous_Timer(Frames=31)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Bit_Variable_Clear(Variable=0x2100000D)
	Asynchronous_Timer(Frames=36)
	Add_Momentum(Horizontal=0.4, Vertical=0)
	Asynchronous_Timer(Frames=37)
	Set_Frame_Duration(Speed=1.7)
	Asynchronous_Timer(Frames=57)
	Set_Frame_Duration(Speed=1)
	Script_End()

SpecialAirSStart_C3
	Asynchronous_Timer(Frames=4)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Clear(Variable=0x2100000D)
	Asynchronous_Timer(Frames=19)
	Set_Frame_Duration(Speed=1.2)
	Add_Momentum(Horizontal=2.5, Vertical=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x16E, KBG=0x64, WBKB=0x20, BKB=0x0, Size=9, X=0, Y=9.5, Z=10, Effect=0x0, Trip=0, Hitlag=0.8, SDI=0.5, Clang=0x1, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x2, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x1, Flinchless=0x0, X2=0, Y2=9.5, Z2=5)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0x32, KBG=0x64, WBKB=0x20, BKB=0x0, Size=9, X=0, Y=9.5, Z=10, Effect=0x0, Trip=0, Hitlag=0.8, SDI=0.5, Clang=0x1, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x1, Flinchless=0x0, X2=0, Y2=9.5, Z2=5)
	Asynchronous_Timer(Frames=22)
	Add_Momentum(Horizontal=-1.5, Vertical=0)
	Asynchronous_Timer(Frames=25)
	Add_Momentum(Horizontal=-0.8, Vertical=0)
	Asynchronous_Timer(Frames=29)
	Set_Frame_Duration(Speed=1)
	Remove_All_Hitboxes()
	Bit_Variable_Set(Variable=0x2100000E)
	Asynchronous_Timer(Frames=30)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=9, X=0, Y=11, Z=9, Effect=0x13, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, 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)
	Asynchronous_Timer(Frames=32)
	Remove_All_Hitboxes()
	Script_End()

SpecialS
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=13, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0xB, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=31)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=39)
	Bit_Variable_Set(Variable=0x21000014)
	Asynchronous_Timer(Frames=42)
	Set_Armor(State=0x0, Threshold=0)
	Script_End()

SpecialS_C2
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x169, KBG=0x5C, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=1, Unknown=0, Unknown=0, Unknown=0x2, SFX?=0xB, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=0, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=31)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=39)
	Bit_Variable_Set(Variable=0x21000014)
	Asynchronous_Timer(Frames=40)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x18, Damage=10, Angle=0x46, KBG=0x50, WBKB=0x0, BKB=0x64, Size=7, X=0, Y=0, Z=-2, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x8, 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=0x0, Damage=10, Angle=0x46, KBG=0x3C, WBKB=0x0, BKB=0x64, Size=22, X=0, Y=12, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x8, 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=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=42)
	Set_Armor(State=0x0, Threshold=0)
	Remove_All_Hitboxes()
	Script_End()

SpecialSStart
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=16)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=5, X=0, Y=8, Z=7.5, Action=0xB9, Air/Ground=0x3, Unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=19)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=5, X=0, Y=8, Z=12, Action=0xB9, Air/Ground=0x3, Unknown=0x1)
	Asynchronous_Timer(Frames=31)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialSStart_C2
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=4, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Asynchronous_Timer(Frames=5)
	Set_Frame_Duration(Speed=2)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=16)
	Add_Momentum(Horizontal=-0.8, Vertical=0)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=5, X=0, Y=8, Z=8, Action=0xB9, Air/Ground=0x3, Unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=19)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=5, X=0, Y=8, Z=12, Action=0xB9, Air/Ground=0x3, Unknown=0x1)
	Asynchronous_Timer(Frames=29)
	Add_Momentum(Horizontal=0.4, Vertical=0)
	Asynchronous_Timer(Frames=31)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Bit_Variable_Clear(Variable=0x2100000D)
	Asynchronous_Timer(Frames=36)
	Add_Momentum(Horizontal=0.4, Vertical=0)
	Asynchronous_Timer(Frames=37)
	Set_Frame_Duration(Speed=1.7)
	Asynchronous_Timer(Frames=57)
	Set_Frame_Duration(Speed=1)
	Script_End()

SpecialSStart_C3
	Asynchronous_Timer(Frames=4)
	Set_Frame_Duration(Speed=1.5)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Clear(Variable=0x2100000D)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x1E, KBG=0x64, WBKB=0x14, BKB=0x0, Size=6, X=0, Y=8, Z=4, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x1, Flinchless=0x1, StretchToggle=0x0)
	Asynchronous_Timer(Frames=17)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=18)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x16E, KBG=0x64, WBKB=0x20, BKB=0x0, Size=8, X=0, Y=7.5, Z=10, Effect=0x0, Trip=0, Hitlag=0.8, SDI=0.5, Clang=0x1, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x2, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x1, Flinchless=0x0, X2=0, Y2=7.5, Z2=5)
	Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0x32, KBG=0x64, WBKB=0x20, BKB=0x0, Size=8, X=0, Y=7.5, Z=10, Effect=0x0, Trip=0, Hitlag=0.8, SDI=0.5, Clang=0x1, Rebound=0x1, ShieldDamage=0x1, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x2, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x2, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x1, Flinchless=0x0, X2=0, Y2=7.5, Z2=5)
	Asynchronous_Timer(Frames=19)
	Add_Momentum(Horizontal=2.8, Vertical=0)
	Asynchronous_Timer(Frames=22)
	Add_Momentum(Horizontal=-1.5, Vertical=0)
	Asynchronous_Timer(Frames=25)
	Add_Momentum(Horizontal=-0.8, Vertical=0)
	Asynchronous_Timer(Frames=29)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=30)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=9, X=0, Y=10, Z=9, Effect=0x13, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, 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)
	Asynchronous_Timer(Frames=32)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=34)
	Set_Frame_Duration(Speed=1.8)
	Asynchronous_Timer(Frames=54)
	Set_Frame_Duration(Speed=1.5)
	Script_End()

SpecialHi
	Bit_Variable_Set(Variable=0x2100000F)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Set(Variable=0x2100000D)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=4.4, X=0, Y=16, Z=6.5, Action=0xB8, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=6.5, X=0, Y=8.8, Z=13.7, Action=0xB8, Air/Ground=0x1, Unknown=0x1)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=6, Angle=0x0, KBG=0x34, WBKB=0x0, BKB=0x48, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Synchronous_Timer(Frames=1)
	Delete_Catch_Collision(ID=0x1)
	Asynchronous_Timer(Frames=18)
	Allow/Disallow_Ledgegrab(State=0x1)
	Asynchronous_Timer(Frames=29)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=34)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x16, Damage=8, Angle=0x46, KBG=0x5C, WBKB=0x0, BKB=0x48, Size=9, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x16, Damage=8, Angle=0x46, KBG=0x5C, WBKB=0x0, BKB=0x48, Size=6, X=-1, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=3)
	Remove_All_Hitboxes()
	Allow/Disallow_Ledgegrab(State=0x2)
	Asynchronous_Timer(Frames=46)
	Bit_Variable_Set(Variable=0x21000012)
	Script_End()

SpecialHi_C2
	Asynchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x2100000F)
	Add_Momentum(Horizontal=0, Vertical=-0.08)
	Asynchronous_Timer(Frames=5)
	Set_Frame_Duration(Speed=3)
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=8)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=9)
	Set_Frame_Duration(Speed=2)
	Set_Armor(State=0x0, Threshold=0)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x55, KBG=0x64, WBKB=0x90, BKB=0x0, Size=5.7, X=0, Y=6, Z=10.5, Effect=0x13, Trip=0, Hitlag=0.9, SDI=0, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x0, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x2, 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=9.5)
	Asynchronous_Timer(Frames=10)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=13)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=15)
	Allow/Disallow_Ledgegrab(State=0x1)
	Asynchronous_Timer(Frames=16)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=26)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=34)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x16, Damage=12, Angle=0x50, KBG=0x5C, WBKB=0x0, BKB=0x50, Size=9.5, X=6, Y=-1, Z=0, Effect=0x13, Trip=0, Hitlag=3, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0x16, Damage=12, Angle=0x50, KBG=0x5C, WBKB=0x0, BKB=0x50, Size=7.7, X=-3.5, Y=-1.5, Z=0, Effect=0x13, Trip=0, Hitlag=3, SDI=1, Clang=0x1, Rebound=0x0, ShieldDamage=0xF, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=3)
	Remove_All_Hitboxes()
	Allow/Disallow_Ledgegrab(State=0x2)
	Asynchronous_Timer(Frames=45)
	Bit_Variable_Set(Variable=0x21000012)
	Script_End()

SpecialHi_C3
	Bit_Variable_Set(Variable=0x2100000F)
	Asynchronous_Timer(Frames=14)
	Bit_Variable_Set(Variable=0x2100000D)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=4.4, X=0, Y=16, Z=6.5, Action=0xB8, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=6, X=0, Y=8, Z=11, Action=0xB8, Air/Ground=0x1, Unknown=0x1)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=6, Angle=0x0, KBG=0x34, WBKB=0x0, BKB=0x48, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Synchronous_Timer(Frames=1)
	Delete_Catch_Collision(ID=0x1)
	Add_Momentum(Horizontal=0, Vertical=-1)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=18)
	Allow/Disallow_Ledgegrab(State=0x1)
	Asynchronous_Timer(Frames=29)
	Set_Frame_Duration(Speed=3)
	Asynchronous_Timer(Frames=32)
	Add_Momentum(Horizontal=0, Vertical=3)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=34)
	Grab_Collision2(ID=0x0, Bone=0x0, Size=5, X=0, Y=19, Z=12.5, Action=0xB8, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x1, Bone=0x0, Size=4.5, X=0, Y=15.5, Z=6, Action=0xB8, Air/Ground=0x3, Unknown=0x1)
	Grab_Collision2(ID=0x2, Bone=0x0, Size=5, X=0, Y=8.5, Z=3, Action=0xB8, Air/Ground=0x3, Unknown=0x1)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=6, Angle=0x0, KBG=0x34, WBKB=0x0, BKB=0x48, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Synchronous_Timer(Frames=2)
	Delete_Catch_Collision(ID=0x0)
	Synchronous_Timer(Frames=1)
	Terminate_Grab_Collisions()
	Remove_All_Hitboxes()
	Allow/Disallow_Ledgegrab(State=0x2)
	Asynchronous_Timer(Frames=46)
	Bit_Variable_Set(Variable=0x21000012)
	Asynchronous_Timer(Frames=54)
	Add_Momentum(Horizontal=0, Vertical=-0.5)
	Asynchronous_Timer(Frames=64)
	Add_Momentum(Horizontal=0, Vertical=-0.5)
	Script_End()

SpecialHiCatch
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Set_Loop(Iterations=4)
	{
		Synchronous_Timer(Frames=3)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=7, X=0, Y=9, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, 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()
		Goto(Unknown=-47)
	}
	Script_End()

SpecialHiCatch_C3
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Synchronous_Timer(Frames=3)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=7, X=0, Y=9, Z=0, Effect=0x3, Trip=0, Hitlag=0.5, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x1, SFXType=0x7, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x0, 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()

SpecialHiThrow
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=12, Angle=0x2D, KBG=0x50, WBKB=0x0, BKB=0x40, Effect?=0x3, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=2)
	Set_Armor(State=0x0, Threshold=0)
	Asynchronous_Timer(Frames=46)
	Bit_Variable_Set(Variable=0x21000013)
	Script_End()

SpecialHiThrow_C3
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=8, Angle=0x23, KBG=0x50, WBKB=0x0, BKB=0x40, Effect?=0x3, Unknown=1, Unknown=0, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xC, WBKB=0x0, BKB=0x64, Effect?=0x0, Unknown=1, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=1)
	Set_Armor(State=0x1, Threshold=0)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=2)
	Set_Armor(State=0x0, Threshold=0)
	Asynchronous_Timer(Frames=3)
	Add_Momentum(Horizontal=0, Vertical=0.4)
	Asynchronous_Timer(Frames=46)
	Bit_Variable_Set(Variable=0x21000013)
	Script_End()

SpecialAirLw
	Asynchronous_Timer(Frames=16)
	Bit_Variable_Set(Variable=0x2100000F)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=20, Angle=0x118, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=5.8, X=12, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=20, Angle=0x118, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=6.8, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=20, Angle=0x118, KBG=0x50, WBKB=0x0, BKB=0x3C, Size=4.8, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=19)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=5.8, X=12, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=6.8, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x3C, WBKB=0x0, BKB=0x28, Size=4.8, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=39)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirLw_C2
	Asynchronous_Timer(Frames=2)
	Set_Frame_Duration(Speed=2)
	Asynchronous_Timer(Frames=5)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=14)
	FT_MOTION_ANGLE(unknown=0x42280000, unknown=0x1)
	Asynchronous_Timer(Frames=16)
	Add_Momentum(Horizontal=0.3, Vertical=0)
	Bit_Variable_Set(Variable=0x2100000F)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=5.3, X=12, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=5.5, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=4.3, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=21)
	Change_Hitbox_Damage(ID=0x0, Damage=12)
	Change_Hitbox_Damage(ID=0x1, Damage=12)
	Change_Hitbox_Damage(ID=0x2, Damage=12)
	Asynchronous_Timer(Frames=29)
	Add_Momentum(Horizontal=-1, Vertical=0)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirLw_C3
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=2)
	Set_Frame_Duration(Speed=3)
	Asynchronous_Timer(Frames=10)
	Set_Frame_Duration(Speed=1)
	FT_MOTION_ANGLE(unknown=0xC1880000, unknown=0x1)
	Asynchronous_Timer(Frames=16)
	Bit_Variable_Set(Variable=0x2100000F)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=25, Angle=0x10E, KBG=0x5C, WBKB=0x0, BKB=0x14, Size=5.5, X=12, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=25, Angle=0x10E, KBG=0x5C, WBKB=0x0, BKB=0x14, Size=6, X=2, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=17)
	Add_Momentum(Horizontal=0, Vertical=-1)
	Asynchronous_Timer(Frames=19)
	Set_Armor(State=0x0, Threshold=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=22, Angle=0x46, KBG=0x3C, WBKB=0x0, BKB=0x20, Size=5.5, X=12, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=22, Angle=0x46, KBG=0x3C, WBKB=0x0, BKB=0x20, Size=6, X=2, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=29)
	Add_Momentum(Horizontal=0, Vertical=1)
	Remove_All_Hitboxes()
	Script_End()

SpecialAirLwEnd
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=2)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x50, KBG=0x50, WBKB=0x0, BKB=0x30, Size=5, X=0, Y=3.5, Z=11.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=3.5, Z2=-9.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=20)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialAirLwEnd_C2
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=2)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=8, Angle=0x28, KBG=0x58, WBKB=0x0, BKB=0x30, Size=5, X=0, Y=3.5, Z=11.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=3.5, Z2=-9.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=20)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialAirLwEnd_C3
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=2)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=12, Angle=0x55, KBG=0x50, WBKB=0x0, BKB=0x30, Size=5, X=0, Y=3.5, Z=11.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x2, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x0, 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=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=3.5, Z2=-9.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Synchronous_Timer(Frames=20)
	Bit_Variable_Clear(Variable=0x2100000D)
	Script_End()

SpecialLw
	Asynchronous_Timer(Frames=16)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=18, Angle=0x2D, KBG=0x44, WBKB=0x0, BKB=0x40, Size=4.5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=18, Angle=0x2D, KBG=0x44, WBKB=0x0, BKB=0x40, Size=4.5, X=-3, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=18, Angle=0x2D, KBG=0x44, WBKB=0x0, BKB=0x40, Size=4.5, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Synchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x2100000F)
	Synchronous_Timer(Frames=2)
	Change_Hitbox_Damage(ID=0x0, Damage=16)
	Change_Hitbox_Damage(ID=0x1, Damage=16)
	Change_Hitbox_Damage(ID=0x2, Damage=16)
	Asynchronous_Timer(Frames=36)
	Remove_All_Hitboxes()
	Script_End()

SpecialLw_C2
	Asynchronous_Timer(Frames=2)
	SA_SET(Unknown=0x2)
	Asynchronous_Timer(Frames=3)
	Add_Momentum(Horizontal=0, Vertical=2.1)
	Asynchronous_Timer(Frames=5)
	Set_Frame_Duration(Speed=0.5)
	Set_Bone_Intangability(Bone=0x8, Mode=0x2)
	Set_Bone_Intangability(Bone=0x4, Mode=0x2)
	Set_Bone_Intangability(Bone=0x9, Mode=0x2)
	Set_Bone_Intangability(Bone=0x5, Mode=0x2)
	Asynchronous_Timer(Frames=11)
	Undo_Bone_Collision(State=0x0)
	Add_Momentum(Horizontal=0, Vertical=-1.6)
	Set_Frame_Duration(Speed=5)
	Asynchronous_Timer(Frames=13)
	Add_Momentum(Horizontal=2, Vertical=-0.4)
	Set_Frame_Duration(Speed=1)
	FT_MOTION_ANGLE(unknown=0xC1F00000, unknown=0x1)
	Asynchronous_Timer(Frames=15)
	Add_Momentum(Horizontal=-1.2, Vertical=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=14, Angle=0x23, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=14, Angle=0x23, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=4.5, X=-3, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=14, Angle=0x23, KBG=0x44, WBKB=0x0, BKB=0x3C, Size=4.5, X=6, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=17)
	Bit_Variable_Set(Variable=0x2100000F)
	Asynchronous_Timer(Frames=21)
	Change_Hitbox_Damage(ID=0x0, Damage=12)
	Change_Hitbox_Damage(ID=0x1, Damage=12)
	Change_Hitbox_Damage(ID=0x2, Damage=12)
	Asynchronous_Timer(Frames=39)
	Add/Set_Momentum(Vertical=1.2, Horizontal=-0.8, Mode=0x1)
	Remove_All_Hitboxes()
	Script_End()

SpecialLw_C3
	Set_Armor(State=0x1, Threshold=0)
	Asynchronous_Timer(Frames=1)
	Set_Frame_Duration(Speed=4)
	Asynchronous_Timer(Frames=6)
	Set_Frame_Duration(Speed=0.8)
	Asynchronous_Timer(Frames=16)
	Add_Momentum(Horizontal=1.2, Vertical=0)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=22, Angle=0x4B, KBG=0x3C, WBKB=0x0, BKB=0x3C, Size=5.5, X=0, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=22, Angle=0x4B, KBG=0x3C, WBKB=0x0, BKB=0x3C, Size=5.5, X=-1, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=22, Angle=0x4B, KBG=0x3C, WBKB=0x0, BKB=0x3C, Size=5.5, X=8, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xF, SFXLevel=0x2, 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=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=17)
	Bit_Variable_Set(Variable=0x2100000F)
	Asynchronous_Timer(Frames=19)
	Set_Armor(State=0x0, Threshold=0)
	Change_Hitbox_Damage(ID=0x0, Damage=20)
	Change_Hitbox_Damage(ID=0x1, Damage=20)
	Change_Hitbox_Damage(ID=0x2, Damage=20)
	Asynchronous_Timer(Frames=26)
	Set_Frame_Duration(Speed=1)
	Asynchronous_Timer(Frames=36)
	Add_Momentum(Horizontal=-1.2, Vertical=0)
	Remove_All_Hitboxes()
	Script_End()

Catch
	Asynchronous_Timer(Frames=7)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=4, X=0, Y=9, Z=4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=11)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

CatchAttack
	Asynchronous_Timer(Frames=4)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x50, KBG=0x64, WBKB=0x20, BKB=0x0, Size=6.5, X=0, Y=10, Z=8, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x1, ShieldDamage=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x7, 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=3.2, X=0, Y=9, Z=4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=13.5)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

CatchTurn
	Asynchronous_Timer(Frames=10)
	Extended_Grab_Collision(ID=0x0, Bone=0x0, Size=4, X=0, Y=9, Z=-4, Action=0x3F, AirGround=0x3, X2=0, Y2=9, Z2=-16)
	External_Subroutine(Unknown=0x49FA5BDD)
	Synchronous_Timer(Frames=2)
	Terminate_Grab_Collisions()
	Bit_Variable_Set(Variable=0x2100000D)
	Script_End()

ThrowB
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=2, Angle=0x2D, KBG=0xB4, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=7)
	Reverse_Direction()
	Asynchronous_Timer(Frames=12)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0xA, Damage=10, Angle=0x2D, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=4.8, X=0, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0x9, Damage=10, Angle=0x2D, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=4.32, X=0, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0x8, Damage=10, Angle=0x2D, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=3.36, X=0, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, 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, StretchToggle=0x0)
	Asynchronous_Timer(Frames=14)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

ThrowF
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=2, Angle=0x28, KBG=0xB4, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=11)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=11, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=5, X=4.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xF, Damage=11, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=3, X=2, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=0xF, Damage=11, Angle=0x28, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=3, X=-0.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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)
	Asynchronous_Timer(Frames=13)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

ThrowHi
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=2, Angle=0x5A, KBG=0xBC, WBKB=0x0, BKB=0x3C, Effect?=0x13, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=11)
	Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=10, Angle=0x5A, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=4.32, X=4.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x1, Part=0x0, Bone=0xF, Damage=10, Angle=0x5A, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=3.84, X=2, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Special_Hitbox(ID=0x2, Part=0x0, Bone=0xF, Damage=10, Angle=0x5A, KBG=0x64, WBKB=0x0, BKB=0x3C, Size=3.36, X=-0.8, Y=0, Z=0, Effect=0x3, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x1, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x0, Unknown=0x0, FacingRestrict=0x0, Unknown=0x1, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
	Asynchronous_Timer(Frames=13)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Remove_All_Hitboxes()
	Script_End()

ThrowLw
	Throw_Specifier(ID=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x20, WBKB=0x0, BKB=0x50, Effect?=0x13, Unknown=0, Unknown=1, Unknown=1, Unknown=0x2, SFX?=0x8, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Throw_Specifier(ID=0x1, Bone=0x0, Damage=3, Angle=0x169, KBG=0x64, WBKB=0x0, BKB=0x3C, Effect?=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x0, SFX?=0x0, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
	Asynchronous_Timer(Frames=23)
	Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
	Asynchronous_Timer(Frames=24)
	Set_Frame_Duration(Speed=0.75)
	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=-15.5, 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=-5)
	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=15.5, 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=5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

DownAttackD
	Asynchronous_Timer(Frames=16)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5.5, X=0, Y=5.5, Z=-14.5, 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=5.5, Z2=-5.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=23)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5.5, X=0, Y=5.5, Z=15, 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=5.5, Z2=5.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()

CliffAttackQuick
	Asynchronous_Timer(Frames=24)
	Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=8, Angle=0x169, KBG=0x64, WBKB=0x70, BKB=0x0, Size=5.5, X=0, Y=5.5, Z=14, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x1, SFXLevel=0x1, SFXType=0x1, Ground/Air=0x3, Direct/Indirect=0x1, Type=0x4, 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=5.5, Z2=-4)
	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=5.5, X=0, Y=5.5, Z=19.5, 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=5.5, Z2=5.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=25)
	Extended_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x2D, KBG=0x30, WBKB=0x0, BKB=0x50, Size=5.5, X=0, Y=5.5, 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=5.5, Z2=-4.5)
	Synchronous_Timer(Frames=2)
	Remove_All_Hitboxes()
	Script_End()
Code:
beast
	0x9F79558F
		Asynchronous_Timer(Frames=18)
		Normal_Camera()
		Asynchronous_Timer(Frames=19)
		Extended_Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x10E, KBG=0x64, WBKB=0x12C, BKB=0x0, Size=16, X=0, Y=15, Z=20, Effect=0xB, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x1, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=15, Z2=10)
		Extended_Special_Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x1E, KBG=0x64, WBKB=0x8C, BKB=0x0, Size=16, X=0, Y=15, Z=20, Effect=0xB, Trip=0, Hitlag=1, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x2, Direct/Indirect=0x1, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=15, Z2=10)
		Asynchronous_Timer(Frames=40)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=74)
		Screen_Shake(unknown=0x5)
		Extended_Special_Hitbox(ID=0x0, Part=0x1, Bone=0x7D1, Damage=10, Angle=0x10E, KBG=0x64, WBKB=0x100, BKB=0x0, Size=24, X=0, Y=0, Z=300, Effect=0x14, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=0, Z2=30)
		Extended_Special_Hitbox(ID=0x1, Part=0x1, Bone=0x7D1, Damage=10, Angle=0x10E, KBG=0x64, WBKB=0x100, BKB=0x0, Size=16, X=0, Y=-8, Z=30, Effect=0x14, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, Ground/Air=0x3, Direct/Indirect=0x0, Type=0x0, Action=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Blockability=0x0, Reflectable=0x0, Absorbable=0x0, Rehit=0x0, IgnoreInvuln=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x0, NoGFX=0x0, Flinchless=0x0, X2=0, Y2=-8, Z2=10)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Script_End()

	0x47C02D3B
		Screen_Shake(unknown=0x5)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x7F3, Damage=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x2C, Size=25, X=-10, Y=-5, Z=0, Effect=0x13, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, 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=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x7D5, Damage=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x2C, Size=25, X=10, Y=4, Z=0, Effect=0x13, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, 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=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Special_Hitbox(ID=0x2, Part=0x0, Bone=0x7D3, Damage=40, Angle=0x1E, KBG=0x64, WBKB=0x0, BKB=0x2C, Size=12, X=-10, Y=0, Z=0, Effect=0x13, Trip=0, Hitlag=0, SDI=0, Clang=0x0, Rebound=0x0, ShieldDamage=0x0, SFXLevel=0x2, SFXType=0x8, 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=0x1, Unknown=0x1, FacingRestrict=0x3, Unknown=0x0, TeamDamage=0x0, DisableHitlag=0x1, NoGFX=0x0, Flinchless=0x0, StretchToggle=0x0)
		Script_End()

Notable changes include the following...
  1. Standard attack no longer has a sourspot, and the hitbox becomes active on frame 5.
  2. F-tilt's knockback angle is slightly lower, and deals slightly stronger knockback. Slightly less ending lag.
  3. U-tilt gains a super armor duration, making it harder to interrupt. The sweetspot also deals greater knockback, enabling it to make KOs sooner than any of Ganondorf's fully charged smash attacks. There's also only one sourspot hitbox, which deals 20% damage.
  4. D-tilt always sends fighters flying at an 80 degree angle. KBG is slightly lower, however.
  5. Dash attack's clean hit deals mostly vertical knockback now.
  6. F-smash uses the Sakurai Angle, and received some knockback adjustments.
  7. U-smash gains an electric effect, slightly stronger KBG, and the sourspot is larger.
  8. D-smash deals the same amount of damage and knockback for each kick now. As a result, Ganondorf no longer has to rely on the second kick for the best results.
  9. N-air now operates a bit more like Melee Ganondorf's n-air. Both kicks deal 13% damage when clean, but the second kick deals stronger knockback. Possible to land both kicks at low damage, but not so much at higher damage percentages. Ending lag is shorter as well.
  10. F-air gains a darkness effect, and no longer has a sourspot, dealing 19% damage. BKB is much stronger now, but the KBG has been toned down a bit.
  11. B-air no longer has sourspots, and gains an electric effect.
  12. U-air's knockback is mostly vertical.
  13. D-air now has only one hitbox, which is also a meteor smash.
  14. Grab range is slightly better, but still short when compared to most other grabs.
  15. F-throw, b-throw, and u-throw are now more potent at making KOs. The hit before the throw has an electric effect, while the throw has a darkness effect.
  16. D-throw now serves as a way for Ganondorf to perform follow-ups at low damage. Best follow-up move to use is the f-air, but the n-air can also be used against bigger targets.
  17. Warlock Punch's super armor duration is longer than before. Additionally, the aerial version of Warlock Punch has a super armor duration as well. Hitboxes last slightly longer as well. Deals more shield damage, now being able to shatter shields when reversed or used in the air.
  18. Upon grabbing someone with Flame Choke, Ganondorf immediately gains super armor, which lasts until a few frames after he releases his target. The aerial version also grants super armor upon grabbing someone. Grab hitboxes have also been adjusted to make it easier for Ganondorf to grab fighters.
  19. Dark Dive is more potent at making KOs if Ganondorf grabs anyone. In fact, Ganondorf now gains super armor upon grabbing someone, and it lasts until he releases his opponent. The grab and throw deal a grand total of 20% damage.
  20. Wizard's Foot is more potent as a KO maker, but now has a late hit duration. Clean hit in the air is still a meteor smash, but KOs slightly later than the d-air.
  21. Warlock Blade now serves as a high risk, high reward kind of attack. Sourspot has poor KBG, despite dealing good damage. Sweetspot is more damaging than Warlock Punch, and KOs sooner than Warlock Punch as well, especially when reversed. Sweetspot and sourspot are more damaging when Warlock Blade is used in the air. In fact, a reverse aerial Warlock Blade can potentially 1-hit KO anyone if Ganondorf lands the sweetspot. Sourspot deals less shield damage, while the sweetspot is a guaranteed shield break.
  22. Flame Wave, like with Flame Choke, grants Ganondorf super armor immediately upon grabbing someone. It's also a bit more potent as a KO maker. The aerial version also grants super armor upon grabbing someone. Grab hitboxes have also been adjusted to make it easier for Ganondorf to grab fighters.
  23. Dark Fists's 1st hit has its knockback altered to ensure that pretty much anyone will get hit by the uppercut under normal circumstances. The uppercut's KO potency has been slightly increased as well, dealing 12% damage.
  24. Wizard's Dropkick is still less powerful than Wizard's Foot, but can make KOs more efficiently than before. The aerial version is no stronger than the ground version, but it does send fighters flying at a slightly lower angle.
  25. Warlock Thrust has been improved significantly. It now has a super armor duration, and much less ending lag, and while it's still the weakest Warlock Punch variant, Warlock Thrust's sweetspot has become much more potent at making KOs, with the reverse Warlock Thrust's sweetspot even being able to make KOs sooner than an uncharged f-smash. Attack is not any stronger when used in the air, however.
  26. Flame Chain's first 9 hits on the ground deal stronger knockback, making it possible for Ganondorf to trap even Bowser. Total damage adds up to 24% if all 10 hits connect. Aerial version still deals up to 7 hits, adding up to 18% damage.
  27. Dark Vault's first set of grab hitboxes last slightly longer. The second set of grab hitboxes have gained an additional grab hitbox. Upon grabbing a fighter, Ganondorf gains super armor until he releases his target. Dark Vault is still the weakest Dark Dive variant, dealing up to 10% damage, but it's more potent at making KOs than before, and it sends fighters flying at a lower angle than with Dark Dive.
  28. Wizard's Assault gains a super armor duration that lasts until the clean hit transitions over to the late hit. It's now stronger than Wizard's Foot, and sends fighters flying at a 75 degree angle. The aerial version also has a super armor duration, and the clean hit is even stronger than the d-air with its meteor smash properties.
  29. Beast Ganon is much more lethal as a Final Smash. Not only has it gained 1-hit KO potential, but it can even bypass all invincible frames and intangible frames now. As a result, dodging any of Beast Ganon's hitboxes is futile, and even a Super Star can't save fighters from Beast Ganon. The paralyzing hitbox is almost as long as the length of Bridge of Eldin. Despite the power improvements, however, the Final Smash can still be avoided if fighters stay clear of Beast Ganon's line of sight. Also, the charge is not a 100% guaranteed 1-hit KO, as metal fighters can survive the charge at low damage percentages. But if any fighters get buried and/or paralyzed, getting KO'd by the charge will usually be inevitable under normal circumstances.
You can even try out the edits yourself by heading to one of the following links...

https://gamebanana.com/gamefiles/5339
https://www.dropbox.com/s/p5n392l1m0926r8/ganondorfbuff.7z?dl=0

As for my attribute changes...

Run Speed: 1.218 -> 1.2
Air Speed: 0.79 -> 0.8
Gravity: 0.107835 -> 0.10784
Weight: 113 -> 115

Ganondorf pretty much has to remain a slowpoke, or else he could end up being too overpowered with the moveset changes. As such, Ganondorf would still need Wizard's Dropkick to help improve his poor recovery.
 
Last edited:

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
I like most of those changes to :4ganondorf: (even though it might be a bit overkill), but U-smash and U-air definitely don't need the changes you list, because they're already fantastic moves.
  • U-smash is already extremely safe with how much damage and little end lag it does, and it's the most powerful U-smash in terms of knockback, so I don't see the point in buffing it even further, even with his low mobility.
  • Even though the horizontal knockback of U-air might seem weird, it's much better for Ganondorf's moveset in general, because he's mostly a horizontal fighter, especially in terms of combos and edgeguards. Since you didn't change the height of his jump or up-B much if at all (I don't know exactly, I can't read the code), he would hardly be able to capitalize on a vertical angle unless it kills, with U-smash being his only great anti-air.



Anyway, can we talk about :4diddy: for a second? A lot of people think that he shouldn't get changed at all, and that Cloud is better than him, but I just think that's silly. Keep in mind, he hasn't been nerfed since 1.0.8 except for fixing the ungrabbable glitch even though he's stayed at the top level of performances, while others in the S Tier have at least gotten nerfed more recently (even though it might not have been enough). I talked about him last round, but I still don't think people agree with me, even though ZeRo has still remained at the top and other top 10 players like Nairo and Ally are now using him. Most people agree that D-tilt and Banana can be kinda silly, but I'm noticing a lot more of his moves that seem to have been ignored in lieu of the Hoo-Hah. Most of them either help him kill too early or have too safe of a neutral game for how well he racks up damage:
  • Tilts: U-tilt could use a nerf in KBG. D-tilt should get alterations in its knockback so it isn't so good at comboing into whatever he wants, including kill moves at their kill percents.
  • Smashes: They could all be a bit weaker so they aren't as unfairly strong for how quickly they come out (except F-smash, but that move is even stronger to compensate, killing at 60% uncharged at the edge, so it should still be nerfed).
  • Grab game: I don't know what it is about dash grab that allows it to punish anything that would normally be safe, but that should be toned down. Also, B-throw doing TWELVE damage is a bit overkill for how easily he gets grabs.
  • Aerials: F-air shouldn't autocancel nearly as early, because that combined with its high damage, long duration, and disjointed hitboxes makes it impossible to punish. B-air's frame data is a bit silly for how it kills and has deceptive range in front of him. D-air's sourspot shouldn't spike and its sweetspot should be weaker, because that combined with how it autocancels up to the frame that it hits makes the move demand far too much respect for how deadly it is, both onstage and especially offstage, even though it only lasts one frame; this would also change how his jab lock setups work, requiring more precision and not working as late.
  • Specials: I don't know who thought it was a good idea to give Monkey Flip's kick an even longer-lasting hitbox in 1.0.8, but that's dumb and should be undone. Rocketbarrel Boost is mostly fine, but if the barrels come flying off, they shouldn't move as erratically to avoid dumb jank. Banana Peel is mostly fine because his opponents can use it against him, but I would tone down his item throw frame data so he isn't better than his opponents at capitalizing on it.
  • Buffs to somewhat compensate: Jab and dash attack could connect better, and N-air could use a stronger hitbox at the start so it's a bit better at low percents.
 
Last edited:

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I like most of those changes to :4ganondorf: (even though it might be a bit overkill), but U-smash and U-air definitely don't need the changes you list, because they're already fantastic moves.
  • U-smash is already extremely safe with how much damage and little end lag it does, and it's the most powerful U-smash in terms of knockback, so I don't see the point in buffing it even further, even with his low mobility.
  • Even though the horizontal knockback of U-air might seem weird, it's much better for Ganondorf's moveset in general, because he's mostly a horizontal fighter, especially in terms of combos and edgeguards. Since you didn't change the height of his jump or up-B much if at all (I don't know exactly, I can't read the code), he would hardly be able to capitalize on a vertical angle unless it kills, with U-smash being his only great anti-air.
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.

Anyway, if you're having trouble reading the script data, some values are in hex format, so if you see something like 0x1E, the actual value is 30.
 
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