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

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
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Messages
4,625
Location
South Carolina
So, I'm going to have to be late today when it comes to closing Bowser's poll and such, sorry guys. On the plus side though, here's Mario's poll in advance: https://goo.gl/forms/RYxye0kNUPB10blK2 Don't worry, Bowser's day isn't over until I get back from but in the meantime feel free to discuss both Mario and Bowser until I'm available to close Bowser's poll.

I don't understand enough about Bowser to speak confidently about him.
Here's his results: https://docs.google.com/forms/d/12SQYkOadHx5URF-bxS3YoJntWO6_ACHeReBDKwsrNmY/viewanalytics

You may vote for any of these characters that are jealous of Super Mario Odyssey:
:4bowserjr::4falcon::4charizard::4cloud2::4corrin::4dedede::4darkpit::4diddy::4dk::4drmario::4duckhunt::4falco::4fox::4ganondorf::4greninja::4myfriends::4jigglypuff::4link::4lucario::4lucas::4luigi::4megaman::4mewtwo::4gaw::4ness::4olimar::4pacman::4peach::4pikachu::4pit::4rob::rosalina::4feroy::4ryu::4samus::4sheik::4shulk::4sonic::4tlink::4wario::4wiifit::4yoshi::4zelda::4zss::4miibrawl::4miigun::4miisword:
 
Last edited by a moderator:

JinKid

Smash Rookie
Joined
Jan 12, 2017
Messages
6
User was warned for this post
Huh, for once Bowser is a decent choice of character in higher levels of play. I just want one adjustment: make his back-air have a faster landing recovery (40 frames => 30 frames).

Right...voting for our 35-year old video game mascot, :4mario:.
Link doesn't give a **** about frames just like tekken tag Heihachi granddaddy ewg****ingF

Link loves a challenge so it's all good guys. He respects "top tier and empirical data". He is a COMPUTER after all.
 
Last edited by a moderator:

FamilyTeam

This strength serves more than me alone.
Joined
Nov 15, 2015
Messages
2,332
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South America
NNID
MontanaCity
User was warned for this post
Keep taking the medication. You need it.


---------------------------------------------------------------

Anyway: Mario.
He's fine as he is.
It's weird how his last hit of Dair works but to be honest he doesn't need any more combo ability, and I say this as a person that mained Mario for longer than a small portion of the people reading this thread have been alive.
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
SW-3822-0133-6917
:4mario:, like Cloud, is a bit too easy to play for how ridiculously good he is. Luckily, he doesn't have ridiculous disjoints on all of his moves, so he only needs nerfs to one move to balance him out:
  • U-smash. Duh. Why on earth is it so safe for its range and power? Remove invincibility OR increase end lag to make it a more reasonable kill move.

Voting for ESAM's worst nightmare, :4peach:.
 
Last edited:

Lola Luftnagle

Banned via Warnings
Joined
Nov 16, 2016
Messages
616
I think nothing much about Mario here should be changed. Now the only things I was concerned about was his Fireball recovers slower than Luigi's, but Mario's have more range so the slower recovery may not matter. And his forward air I considered useless due its **** ending/landing lag though those are common problems with meteor smashes. It would be nice to make the FAF on that go from 60 to 50. Or at least revert the move back to the Melee version where it always spiked.

It is good to see Mario on top like in the early Melee metagame. Let's hope it stays that way.

With that, I'll be voting for :4drmario:, the presciber of pain.
 

Zerp

Formerly "ZeroSoul"
Administrator
Writing Team
Joined
Sep 28, 2014
Messages
4,625
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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
Voting for Ganondorf? I've been rather busy trying to improve some of his special moves and their custom variants so that they're more usable. I'll be sure to showcase my changes once I'm fully content with them.
 
Last edited:

Lola Luftnagle

Banned via Warnings
Joined
Nov 16, 2016
Messages
616
The Doc's moveset needs no alterations, but his speed and recovery do need improvement. Dr. Tornado needs more height like Luigi Cyclone does. Increasing his air speed significantly so not only does it help in aerial strings but can aid in better recovery. In the past, I wanted his air speed equal to :4wario: but that's a bit excessive so it'd be more reasonable to make his air speed more like :4mario:'s or even :4gaw:'s.

Yes, well...voting for the space adventure lady :4zss:.
 

L1N3R1D3R

Smash Lord
Joined
Aug 4, 2015
Messages
1,035
Location
On my Switch
Switch FC
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:4drmario:, unlike his past self, has crucial flaws to his overall design that make him unviable right now, as further proven by 2ManyCooks dropping him in favor of Mario. He needs some tweaks to his overall moveset if he wants to compete:
  • Increase his weight. For being so sluggish and mediocre at long combos while packing good power, you'd think he'd be a heavyweight, but he's not, further adding to his list of flaws.
  • Speaking of which, I don't understand why his moves weren't made more powerful. You can tell by their weird decimals that they are a multiplier on Mario's moves, but it's not enough to matter. Slightly increase damage of his physical moves (except maybe certain combo moves) so his archetype is actually shown in his character.
From there, not too much is needed. Just a couple of tune-ups on moves that don't make much sense:
  • Make U-smash, you know, hit more upward. Currently he has no good vertical finishers, which is bad since he should be able to kill earlier than Mario, and yet Mario kills far earlier off the top than he does.
  • Decrease landing lag of D-air, which is currently way too laggy for its awkward knockback and connection issues.
  • Slightly decrease end lag of Megavitamins to help his neutral and make his recovery more safe.

Voting for the King of Disrespect (and darkness), :4ganondorf:.
 

Baby_Sneak

Smash Champion
Joined
May 28, 2014
Messages
2,029
Location
Middletown, Ohio
NNID
sneak_diss
Buff ganon's mobility stats somewhat. And give him tweaks to push him a little further.

Air speed 0.79 --> 0.9 (greater than pit)
Run speed 1.218 --> 1.4 (greater than Link)
Walk speed 0.73 --> 0.85 (equals Lucas)
Jumpsquat 7 --> 5 (equals ROB)

Side B when connect (ground, aerial) (62 --> 45, 41 --> 30)
Side B gets a huge boost in speed in initial take off
Grab range in general increased
Fair increased pushback on shield
Skid animation shortened to be same as Zard and Bowser

Fixed
 
Last edited:

Zerp

Formerly "ZeroSoul"
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Last edited:

Mario & Sonic Guy

Old rivalries live on!
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3DS FC
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Lucky for me, I think I've managed to get my adjustments to Ganondorf's special moves to be how I envisioned them.

Anyway, since Ganondorf is a heavy-hitting fighter, he pretty much has to be slow to avoid being too overpowering. However, not all of his attacks have been effective. Now, in regards to my special move changes...
Code:
8: [SpecialN_C2]
	Script:{
		Asynchronous_Timer(Frames=1)
		Set_Frame_Duration(Speed=0.7)
		unk_C436BF6E(Unknown=0x1)
		unk_0A7BF1D4(unknown=0x1, unknown=0x1)
		Asynchronous_Timer(Frames=11)
		Set_bit(Unknown=0x2100000D)
		Set_Armor(State=0x1, Type=0x0)
		Asynchronous_Timer(Frames=51)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=61)
		Set_Frame_Duration(Speed=0.8)
		Asynchronous_Timer(Frames=66)
		Set_Armor(State=0x0, Type=0x0)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, FKB=0x1E, BKB=0x0, Size=6, Z=0, Y=8, X=5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x0, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=66)
		Set_Frame_Duration(Speed=1)
		Add_Momentum(Vertical=0.8, Horizontal=0)
		Asynchronous_Timer(Frames=70)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=71)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=20, Unknown=0x28, Unknown=0x18, Unknown=0x0, Unknown=0x50, Unknown=3.5, Unknown=0, Unknown=10.5, Unknown=-1, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x14, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=20)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=33, Unknown=0x28, Unknown=0x28, Unknown=0x0, Unknown=0x64, Unknown=3.5, Unknown=0, Unknown=10.5, Unknown=27, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x32, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=25)
		Asynchronous_Timer(Frames=74)
		unk_DFA4517A(Unknown=0x0, Unknown=15)
		unk_DFA4517A(Unknown=0x1, Unknown=33)
		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)
		unk_C436BF6E(Unknown=0x1)
		Script_End()
	}

9: [SpecialAirLwEnd_C2]
	Script:{
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=2)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=8, Unknown=0x28, Unknown=0x54, Unknown=0x0, Unknown=0x30, Unknown=5, Unknown=0, Unknown=3.5, Unknown=11.5, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x2, Unknown=0x2, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=3.5, Unknown=-9.5)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=20)
		Clear_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=35)
		Set_Frame_Duration(Speed=1.5)
		Script_End()
	}

13: [SpecialHi]
	Script:{
		Set_bit(Unknown=0x2100000F)
		Asynchronous_Timer(Frames=14)
		Set_bit(Unknown=0x2100000D)
		Grab_collision2(ID=0x0, bone=0x0, size=4.4, Z=0, Y=16, X=6.5, Unknown=0xB8, airground=0x3, Unknown=0x1)
		Grab_collision2(ID=0x1, bone=0x0, size=6.5, Z=0, Y=8.8, X=13.7, Unknown=0xB8, airground=0x1, Unknown=0x1)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=6, Angle=0x0, KBG=0x32, WKB=0x0, BKB=0x46, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x0)
		Synchronous_Timer(Frames=1)
		unk_2F08F54F(unknown=0x1)
		Asynchronous_Timer(Frames=18)
		unk_0F39EC70(Unknown=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=0x5A, FKB=0x0, BKB=0x50, Size=9, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x16, Damage=8, Angle=0x46, KBG=0x5A, FKB=0x0, BKB=0x50, Size=6, Z=-1, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Synchronous_Timer(Frames=3)
		Remove_All_Hitboxes()
		unk_0F39EC70(Unknown=0x2)
		Asynchronous_Timer(Frames=46)
		Set_bit(Unknown=0x21000012)
		Script_End()
	}

1D: [SpecialLw_C3]
	Script:{
		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(Vertical=1.2, Horizontal=0)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=22, Angle=0x4B, KBG=0x30, FKB=0x0, BKB=0x40, Size=4.5, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=22, Angle=0x4B, KBG=0x30, FKB=0x0, BKB=0x40, Size=3.8, Z=-1, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=20, Angle=0x4B, KBG=0x30, FKB=0x0, BKB=0x40, Size=3.5, Z=8, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=17)
		Set_bit(Unknown=0x2100000F)
		Asynchronous_Timer(Frames=26)
		unk_DFA4517A(Unknown=0x0, Unknown=18)
		unk_DFA4517A(Unknown=0x1, Unknown=18)
		unk_DFA4517A(Unknown=0x2, Unknown=18)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=36)
		Add_Momentum(Vertical=-1.2, Horizontal=0)
		Remove_All_Hitboxes()
		Script_End()
	}

34: [SpecialAirSStart_C3]
	Script:{
		Asynchronous_Timer(Frames=4)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=14)
		Clear_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=19)
		Set_Frame_Duration(Speed=1.2)
		Add_Momentum(Vertical=2.5, Horizontal=0)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=2, Unknown=0x16E, Unknown=0x32, Unknown=0x14, Unknown=0x0, Unknown=9, Unknown=0, Unknown=9.5, Unknown=10, Unknown=0x0, Unknown=0, Unknown=0.8, Unknown=0.5, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x8, Unknown=0x2, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0, Unknown=9.5, Unknown=5)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=2, Unknown=0x32, Unknown=0x64, Unknown=0x1E, Unknown=0x0, Unknown=9, Unknown=0, Unknown=9.5, Unknown=10, Unknown=0x0, Unknown=0, Unknown=0.8, Unknown=0.5, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x8, Unknown=0x1, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0, Unknown=9.5, Unknown=5)
		Asynchronous_Timer(Frames=22)
		Add_Momentum(Vertical=-1.5, Horizontal=0)
		Asynchronous_Timer(Frames=25)
		Add_Momentum(Vertical=-0.8, Horizontal=0)
		Asynchronous_Timer(Frames=29)
		Set_Frame_Duration(Speed=1)
		Remove_All_Hitboxes()
		Set_bit(Unknown=0x2100000E)
		Asynchronous_Timer(Frames=30)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=6, Angle=0x1E, KBG=0x5C, FKB=0x0, BKB=0x3C, Size=9, Z=0, Y=11, X=9, Effect=0x13, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x1, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=32)
		Remove_All_Hitboxes()
		Script_End()
	}

40: [SpecialLw_C2]
	Script:{
		Asynchronous_Timer(Frames=2)
		SA_SET(Unknown=0x2)
		Asynchronous_Timer(Frames=3)
		Add_Momentum(Vertical=0, Horizontal=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)
		unk_CEDC237E(Unknown=0x0)
		Add_Momentum(Vertical=0, Horizontal=-1.6)
		Set_Frame_Duration(Speed=5)
		Asynchronous_Timer(Frames=13)
		Add_Momentum(Vertical=2, Horizontal=-0.4)
		Set_Frame_Duration(Speed=1)
		unk_2E9BD610(unknown=0xC1F00000, unknown=0x1)
		Asynchronous_Timer(Frames=15)
		Add_Momentum(Vertical=-1.2, Horizontal=0)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=14, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=5, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=14, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=4.5, Z=-3, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=12, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=4, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=17)
		Set_bit(Unknown=0x2100000F)
		Asynchronous_Timer(Frames=39)
		Add/Set_Momentum(Vertical=1.2, Horizontal=-0.8, Mode=0x1)
		Remove_All_Hitboxes()
		Script_End()
	}

4B: [SpecialHiThrow_C3]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=8, Angle=0x28, KBG=0x50, WKB=0x0, BKB=0x40, Effect?=0x3, Unknown=0x3F800000, 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=0xA, WKB=0x0, BKB=0x64, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		Asynchronous_Timer(Frames=3)
		Add_Momentum(Vertical=0, Horizontal=0.4)
		Asynchronous_Timer(Frames=46)
		Set_bit(Unknown=0x21000013)
		Script_End()
	}

5C: [SpecialHiThrow]
	Script:{
		Throw_Specifier(ID=0x0, Bone=0x0, Damage=12, Angle=0x169, KBG=0x50, WKB=0x0, BKB=0x40, Effect?=0x3, Unknown=0x3F800000, 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=0xA, WKB=0x0, BKB=0x64, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
		Throw_Applier(ID=0x0, Bone=0x1A, Unknown=0x11000005, Unknown=0x11000006, Unknown=0x11000007)
		Asynchronous_Timer(Frames=46)
		Set_bit(Unknown=0x21000013)
		Script_End()
	}

5D: [SpecialAirLwEnd_C3]
	Script:{
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=2)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=12, Unknown=0x55, Unknown=0x50, Unknown=0x0, Unknown=0x30, Unknown=5, Unknown=0, Unknown=3.5, Unknown=11.5, Unknown=0x0, Unknown=0, Unknown=1, Unknown=1, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x2, Unknown=0x2, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=3.5, Unknown=-9.5)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=20)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

60: [SpecialN_C3]
	Script:{
		Asynchronous_Timer(Frames=11)
		Set_bit(Unknown=0x2100000D)
		Set_Frame_Duration(Speed=0.4)
		Asynchronous_Timer(Frames=61)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=70)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x20, FKB=0x0, BKB=0x7C, Size=6.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=12, Angle=0x46, KBG=0x2C, FKB=0x0, BKB=0x50, Size=17.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0xB, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=72)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=76)
		Set_Frame_Duration(Speed=2)
		Asynchronous_Timer(Frames=90)
		Set_Frame_Duration(Speed=1.2)
		Asynchronous_Timer(Frames=115)
		Set_Frame_Duration(Speed=1)
		Script_End()
	}

62: [SpecialNTurn_C3]
	Script:{
		Asynchronous_Timer(Frames=11)
		REVERSE_LR()
		Set_Frame_Duration(Speed=0.4)
		Asynchronous_Timer(Frames=61)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=70)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=24, Angle=0x169, KBG=0x20, FKB=0x0, BKB=0x7C, Size=5.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=16, Angle=0x46, KBG=0x2C, FKB=0x0, BKB=0x50, Size=17, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0xB, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=72)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=76)
		Set_Frame_Duration(Speed=2)
		Asynchronous_Timer(Frames=90)
		Set_Frame_Duration(Speed=1.2)
		Asynchronous_Timer(Frames=115)
		Set_Frame_Duration(Speed=1)
		Script_End()
	}

65: [SpecialLw]
	Script:{
		Asynchronous_Timer(Frames=16)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x9, Damage=18, Angle=0x2D, KBG=0x38, FKB=0x0, BKB=0x40, Size=4.5, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x8, Damage=18, Angle=0x2D, KBG=0x38, FKB=0x0, BKB=0x40, Size=3.8, Z=-3, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x2, Part=0x0, Bone=0x9, Damage=16, Angle=0x2D, KBG=0x38, FKB=0x0, BKB=0x40, Size=3.5, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x4, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Synchronous_Timer(Frames=1)
		Set_bit(Unknown=0x2100000F)
		Asynchronous_Timer(Frames=36)
		Remove_All_Hitboxes()
		Script_End()
	}

67: [SpecialSStart_C3]
	Script:{
		Asynchronous_Timer(Frames=4)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=14)
		Clear_bit(Unknown=0x2100000D)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x1E, KBG=0x64, FKB=0x14, BKB=0x0, Size=6, Z=0, Y=8, X=4, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x0, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=17)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=18)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=2, Unknown=0x16E, Unknown=0x32, Unknown=0x14, Unknown=0x0, Unknown=8, Unknown=0, Unknown=7.5, Unknown=10, Unknown=0x0, Unknown=0, Unknown=0.8, Unknown=0.5, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x8, Unknown=0x2, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0, Unknown=7.5, Unknown=5)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=2, Unknown=0x32, Unknown=0x64, Unknown=0x1E, Unknown=0x0, Unknown=8, Unknown=0, Unknown=7.5, Unknown=10, Unknown=0x0, Unknown=0, Unknown=0.8, Unknown=0.5, Unknown=0x1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x8, Unknown=0x1, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0, Unknown=7.5, Unknown=5)
		Asynchronous_Timer(Frames=19)
		Add_Momentum(Vertical=2.8, Horizontal=0)
		Asynchronous_Timer(Frames=22)
		Add_Momentum(Vertical=-1.5, Horizontal=0)
		Asynchronous_Timer(Frames=25)
		Add_Momentum(Vertical=-0.8, Horizontal=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=0x5C, FKB=0x0, BKB=0x3C, Size=9, Z=0, Y=10, X=9, Effect=0x13, Trip=0, Hitlag=2, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x1, SFXType=0x2, Ground/Air=0x8, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x2, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=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()
	}

79: [SpecialHiCatch_C3]
	Script:{
		Asynchronous_Timer(Frames=1)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xA, WKB=0x0, BKB=0x64, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
		Asynchronous_Timer(Frames=4)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x32, Size=7, Z=0, Y=9, X=0, Effect=0x3, Trip=0, Hitlag=0.5, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=5)
		Remove_All_Hitboxes()
		Script_End()
	}

7A: [SpecialAirN_C3]
	Script:{
		Asynchronous_Timer(Frames=11)
		Set_bit(Unknown=0x2100000D)
		Set_Frame_Duration(Speed=0.4)
		Asynchronous_Timer(Frames=61)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=66)
		Set_bit(Unknown=0x2100000F)
		SET_INT(Unknown=0x1, Unknown=0x11000002)
		Asynchronous_Timer(Frames=70)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=18, Angle=0x169, KBG=0x20, FKB=0x0, BKB=0x7C, Size=6.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=12, Angle=0x46, KBG=0x2C, FKB=0x0, BKB=0x50, Size=17.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0xB, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=72)
		Remove_All_Hitboxes()
		SET_INT(Unknown=0x2, Unknown=0x11000002)
		Asynchronous_Timer(Frames=76)
		Set_Frame_Duration(Speed=2)
		Asynchronous_Timer(Frames=90)
		Set_Frame_Duration(Speed=1.2)
		Asynchronous_Timer(Frames=115)
		Set_Frame_Duration(Speed=1)
		Script_End()
	}

7C: [SpecialAirLw]
	Script:{
		Asynchronous_Timer(Frames=16)
		Set_bit(Unknown=0x2100000F)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=20, Angle=0x122, KBG=0x48, FKB=0x0, BKB=0x30, Size=5.8, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=20, Angle=0x122, KBG=0x48, FKB=0x0, BKB=0x30, Size=6.8, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=20, Angle=0x122, KBG=0x48, FKB=0x0, BKB=0x30, Size=4.8, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=19)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x40, FKB=0x0, BKB=0x14, Size=5.8, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x40, FKB=0x0, BKB=0x14, Size=6.8, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=18, Angle=0x50, KBG=0x40, FKB=0x0, BKB=0x14, Size=4.8, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=39)
		Remove_All_Hitboxes()
		Script_End()
	}

81: [SpecialAirLw_C3]
	Script:{
		Asynchronous_Timer(Frames=2)
		Set_Frame_Duration(Speed=3)
		Asynchronous_Timer(Frames=10)
		Set_Frame_Duration(Speed=1)
		unk_2E9BD610(unknown=0xC1880000, unknown=0x1)
		Asynchronous_Timer(Frames=16)
		Set_bit(Unknown=0x2100000F)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=25, Angle=0x10E, KBG=0x5C, FKB=0x0, BKB=0x10, Size=5, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1.5, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=25, Angle=0x10E, KBG=0x5C, FKB=0x0, BKB=0x10, Size=6, Z=2, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=17)
		Add_Momentum(Vertical=0, Horizontal=-1)
		Asynchronous_Timer(Frames=21)
		unk_DFA4517A(Unknown=0x0, Unknown=24)
		unk_DFA4517A(Unknown=0x1, Unknown=24)
		Asynchronous_Timer(Frames=23)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=22, Angle=0x4B, KBG=0x40, FKB=0x0, BKB=0x10, Size=5, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=22, Angle=0x4B, KBG=0x40, FKB=0x0, BKB=0x10, Size=6, Z=2, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=29)
		Add_Momentum(Vertical=0, Horizontal=1)
		Remove_All_Hitboxes()
		Script_End()
	}

82: [SpecialAirNTurn_C2]
	Script:{
		unk_C436BF6E(Unknown=0x1)
		unk_0A7BF1D4(unknown=0x1, unknown=0x1)
		Asynchronous_Timer(Frames=11)
		REVERSE_LR()
		Set_Frame_Duration(Speed=0.7)
		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, FKB=0x1E, BKB=0x0, Size=6, Z=0, Y=8, X=-2, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x0, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=66)
		Set_Frame_Duration(Speed=1)
		Set_bit(Unknown=0x2100000F)
		SET_INT(Unknown=0x1, Unknown=0x11000002)
		Add_Momentum(Vertical=0.8, Horizontal=0)
		Asynchronous_Timer(Frames=69)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=71)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=25, Unknown=0x1E, Unknown=0x18, Unknown=0x0, Unknown=0x50, Unknown=3.5, Unknown=0, Unknown=12.5, Unknown=-2, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x14, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=12.5, Unknown=-23)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=42, Unknown=0x1E, Unknown=0x58, Unknown=0x0, Unknown=0x20, Unknown=3.5, Unknown=0, Unknown=12.5, Unknown=-30, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x32, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=12.5, Unknown=-28)
		Asynchronous_Timer(Frames=74)
		unk_DFA4517A(Unknown=0x0, Unknown=20)
		unk_DFA4517A(Unknown=0x1, Unknown=42)
		Asynchronous_Timer(Frames=78)
		Remove_All_Hitboxes()
		SET_INT(Unknown=0x2, Unknown=0x11000002)
		Asynchronous_Timer(Frames=84)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=104)
		Set_Frame_Duration(Speed=1)
		unk_C436BF6E(Unknown=0x1)
		Script_End()
	}

8E: [SpecialAirLw_C2]
	Script:{
		Asynchronous_Timer(Frames=2)
		Set_Frame_Duration(Speed=2)
		Asynchronous_Timer(Frames=5)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=14)
		unk_2E9BD610(unknown=0x42280000, unknown=0x1)
		Asynchronous_Timer(Frames=16)
		Add_Momentum(Vertical=0.3, Horizontal=0)
		Set_bit(Unknown=0x2100000F)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x38, FKB=0x0, BKB=0x40, Size=5.3, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x38, FKB=0x0, BKB=0x40, Size=5.5, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=14, Angle=0x1E, KBG=0x38, FKB=0x0, BKB=0x40, Size=4.3, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=21)
		Hitbox(ID=0x0, Part=0x0, Bone=0x4, Damage=12, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=5.3, Z=12, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x4, Damage=12, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=5.5, Z=6, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x2, Part=0x0, Bone=0x4, Damage=12, Angle=0x23, KBG=0x38, FKB=0x0, BKB=0x40, Size=4.3, Z=0, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0xA, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x6)
		Asynchronous_Timer(Frames=29)
		Add_Momentum(Vertical=-1, Horizontal=0)
		Remove_All_Hitboxes()
		Script_End()
	}

8F: [SpecialAirNTurn_C3]
	Script:{
		Asynchronous_Timer(Frames=11)
		REVERSE_LR()
		Set_Frame_Duration(Speed=0.4)
		Asynchronous_Timer(Frames=61)
		Set_Frame_Duration(Speed=1)
		Asynchronous_Timer(Frames=66)
		Set_bit(Unknown=0x2100000F)
		SET_INT(Unknown=0x1, Unknown=0x11000002)
		Asynchronous_Timer(Frames=70)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x10, Damage=24, Angle=0x169, KBG=0x20, FKB=0x0, BKB=0x7C, Size=5.5, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Special_Hitbox(ID=0x1, Part=0x0, Bone=0x10, Damage=16, Angle=0x46, KBG=0x2C, FKB=0x0, BKB=0x50, Size=17, Z=1.5, Y=0, X=0, Effect=0x13, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0xB, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Asynchronous_Timer(Frames=72)
		Remove_All_Hitboxes()
		SET_INT(Unknown=0x2, Unknown=0x11000002)
		Asynchronous_Timer(Frames=76)
		Set_Frame_Duration(Speed=2)
		Asynchronous_Timer(Frames=90)
		Set_Frame_Duration(Speed=1.2)
		Asynchronous_Timer(Frames=115)
		Set_Frame_Duration(Speed=1)
		Script_End()
	}

9B: [SpecialAirLwEnd]
	Script:{
		Set_bit(Unknown=0x2100000D)
		Asynchronous_Timer(Frames=2)
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x50, KBG=0x50, FKB=0x0, BKB=0x30, Size=4.5, Z=0, Y=3.2, X=9.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x50, KBG=0x50, FKB=0x0, BKB=0x30, Size=4.8, Z=0, Y=3.2, X=-9.5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x6)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=10, Angle=0x50, KBG=0x50, FKB=0x0, BKB=0x30, Size=4.8, Z=0, Y=3.2, X=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x1, Unknown=0x1, Unknown=0x6)
		Synchronous_Timer(Frames=2)
		Remove_All_Hitboxes()
		Synchronous_Timer(Frames=20)
		Clear_bit(Unknown=0x2100000D)
		Script_End()
	}

9F: [SpecialAirN_C2]
	Script:{
		Asynchronous_Timer(Frames=1)
		unk_C436BF6E(Unknown=0x1)
		unk_0A7BF1D4(unknown=0x1, unknown=0x1)
		Set_Frame_Duration(Speed=0.7)
		Asynchronous_Timer(Frames=11)
		Set_bit(Unknown=0x2100000D)
		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, FKB=0x1E, BKB=0x0, Size=6, Z=0, Y=8, X=5, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x0, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=66)
		Set_Frame_Duration(Speed=1)
		Set_bit(Unknown=0x2100000F)
		SET_INT(Unknown=0x1, Unknown=0x11000002)
		Add_Momentum(Vertical=0.8, Horizontal=0)
		Asynchronous_Timer(Frames=69)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=71)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=20, Unknown=0x1E, Unknown=0x18, Unknown=0x0, Unknown=0x50, Unknown=3.5, Unknown=0, Unknown=13, Unknown=1.5, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x14, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=13, Unknown=22.5)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=33, Unknown=0x1E, Unknown=0x28, Unknown=0x0, Unknown=0x64, Unknown=3.5, Unknown=0, Unknown=13, Unknown=29.5, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x32, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=13, Unknown=27.5)
		Asynchronous_Timer(Frames=74)
		unk_DFA4517A(Unknown=0x0, Unknown=15)
		unk_DFA4517A(Unknown=0x1, Unknown=33)
		Asynchronous_Timer(Frames=78)
		Remove_All_Hitboxes()
		SET_INT(Unknown=0x2, Unknown=0x11000002)
		Asynchronous_Timer(Frames=84)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=104)
		Set_Frame_Duration(Speed=1)
		unk_C436BF6E(Unknown=0x1)
		Script_End()
	}

A9: [SpecialHiCatch]
	Script:{
		Asynchronous_Timer(Frames=1)
		Throw_Specifier(ID=0x1, Bone=0x0, Damage=8, Angle=0x0, KBG=0xA, WKB=0x0, BKB=0x64, Effect?=0x0, Unknown=0x3F800000, Unknown=0, Unknown=1, Unknown=0x0, SFX?=0x2, airground=0x3, Unknown=0x1, Unknown=0x1, Type?=0x8)
		Set_Loop(Iterations=4)
		Synchronous_Timer(Frames=3)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x32, Size=7, Z=0, Y=9, X=0, Effect=0x3, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x7, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0)
		Synchronous_Timer(Frames=1)
		Remove_All_Hitboxes()
		Goto(Unknown=-47)
		Script_End()
	}

AD: [SpecialNTurn_C2]
	Script:{
		unk_C436BF6E(Unknown=0x1)
		unk_0A7BF1D4(unknown=0x1, unknown=0x1)
		Asynchronous_Timer(Frames=11)
		Set_Armor(State=0x1, Type=0x0)
		REVERSE_LR()
		Set_Frame_Duration(Speed=0.7)
		Asynchronous_Timer(Frames=51)
		Set_Frame_Duration(Speed=1.5)
		Asynchronous_Timer(Frames=61)
		Set_Armor(State=0x0, Type=0x0)
		Set_Frame_Duration(Speed=0.8)
		Asynchronous_Timer(Frames=63)
		Special_Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=0, Angle=0x14, KBG=0x64, FKB=0x1E, BKB=0x0, Size=6, Z=0, Y=8, X=-2, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x0, Unknown=0x0, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x0, Direct/Indirect=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0x0)
		Asynchronous_Timer(Frames=66)
		Set_Frame_Duration(Speed=1)
		Add_Momentum(Vertical=0.8, Horizontal=0)
		Asynchronous_Timer(Frames=70)
		Remove_All_Hitboxes()
		Asynchronous_Timer(Frames=71)
		Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=25, Unknown=0x23, Unknown=0x18, Unknown=0x0, Unknown=0x50, Unknown=3.5, Unknown=0, Unknown=10.5, Unknown=-2, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x14, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=-25)
		Extended_Special_Hitbox(Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=42, Unknown=0x23, Unknown=0x58, Unknown=0x0, Unknown=0x20, Unknown=3.5, Unknown=0, Unknown=10.5, Unknown=-32, Unknown=0x13, Unknown=0, Unknown=1.5, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x32, Unknown=0x2, Unknown=0x3, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10.5, Unknown=-30)
		Asynchronous_Timer(Frames=74)
		unk_DFA4517A(Unknown=0x0, Unknown=20)
		unk_DFA4517A(Unknown=0x1, Unknown=42)
		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)
		unk_C436BF6E(Unknown=0x1)
		Script_End()
	}
Warlock Blade's sweetspot becomes more damaging than Warlock Punch, and even KOs before Warlock Punch as well. The reverse Warlock Blade's sweetspot strikes even harder, and can KO Mario on the stage center at 11% damage. The sourspots are less damaging, however, and often struggle to make KOs until the target has over 200% damage. Also, unlike Warlock Punch, Warlock Blade is not any stronger in the air than it is on the ground.

Warlock Thrust's knockback gets buffed significantly. It is still the weakest Warlock Punch variant, but the attack is capable of making fast KOs near stage ledges if you sweetspot the hit. The reverse Warlock Thrust is more damaging as well, almost rivaling the knockback of an uncharged f-smash. The sourspots also KO sooner, with the reverse sourspot KOing Mario at around 176% damage. Warlock Thrust is not any stronger in the air than it is on the ground though.

Flame Chain's damage total is increased in that if all 10 hits connect, up to 24% damage will be dealt. It's still not a fast KO maker though.

Dark Dive is more damaging, and its knockback is buffed up as well. Be careful when recovering high, since getting grabbed by Dark Dive can potentially result in a KO if the victim's current damage is over 100%; the attack KOs Mario on the stage center at 140% damage. Basically, Dark Dive is superior to Falcon Dive again. Also, the uppercut is slightly stronger, but it's still nowhere near as strong as Dark Fists's uppercut.

Dark Vault deals more damage and knockback, but it's still less powerful than Dark Dive; the attack KOs Mario on the stage center at 198% damage.

Wizard's Foot is more damaging, especially in the air. However, it is now just on the balanced side when compared to the custom variants.

Wizard's Dropkick deals more damage, but is the weakest of all the Wizard's Foot variants. The aerial attack is no stronger in the damage department, but the first few attack frames do send opponents flying at a lower angle. As such, the aerial attack can potentially KO sooner than the ground attack.

Wizard's Assault is now the strongest Wizard's Foot variant, dealing the most damage, with the ground attack sending damaged opponents flying at a 75 degree angle instead of behind Ganondorf. Watch out for the aerial Wizard's Assault, as the first set of hitboxes have meteor smash properties, and those hitboxes are also stronger than the down aerial's meteor smash properties. In fact, the aerial Wizard's Assault can KO Mario at 91% damage if he's on the ground, but it can potentially KO even sooner than that if Mario is in the air. However, Wizard's Assault still has the start-up delay flaw, but at least it has the power to make up for it.

I left all of the other special moves alone (Warlock Punch, Flame Choke, Flame Wave, and Dark Fists), since they were already strong enough as they are right now.

On a final note, while customs may not always be permitted, buffing up Dark Dive's damage and knockback can at least help Ganondorf in that he can't be punished as easily after successfully grabbing his opponent.

Update

After testing out my buffs further, here are some more notes about them.

The aerial Warlock Blade may not be any stronger than the ground Warlock Blade, but it can send opponents flying at a lower angle. As such, the aerial attack can potentially make KOs sooner with the sweetspot hits than the ground attack, but it fails to compete with the aerial reverse Warlock Punch, which can KO much earlier than the aerial reverse Warlock Blade's sweetspot.

As for Dark Vault, while it may not be able to make KOs as quickly as Dark Dive, it can still be used near stage ledges to send fighters with poor recoveries off the stage. A perfect example is Little Mac, where grabbing him with Dark Vault can eventually put him at a spot where he can't avoid a TKO. However, Dark Vault typically has an easier time grabbing fighters on the ground, since its grab hitbox timing is more strict than with Dark Dive.
 
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MrGameguycolor

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Crap I missed a few characters, mind if I brush up on the past 3:

:4bowser:: IMO Nario has proven that Bowser is a good counterpick in high level-play, so from the looks of it Bowser doesn't need much, though I would like to see less start-up & end-lag on his fire breath, more damage on D-Smash & maybe less end-lag on his landing aerials & aerial Up-B. But aside from those, the Koopa King is perfectly fine with me.

:4mario:: While I'm overall against nerfs, I am starting to agree that Mario's Up-Smash is a little too rewarding for what it is.
So 14 < 13 Damage lost should cover it, but to make up for it the 6th/final hit of his D-air should come out at frame 19 instead of 25 to prevent characters like Fox from SDIing out of it.

:4drmario:: I still believe that Doc is solid mid-tier & a fairly decent counterpick for higher-level characters like Diddy, Mario (of course), Fox, Cloud, ZSS, Ryu, Pikachu, Falcon & Corrin (Probably the only match-up he does better then Mario).

However he is still lacking in speed & power, so I could think of 2 different ways to buff him.
Option A: Increase his Walk, Running, Air Speed & Air Acceleration by 1.125 (0.902 < 1.01475) , (1.312 < 1.476), (0.943 < 1.060875), (0.0574 < 0.064575)

Option B: Increase the damage on all his moves by 1.125 while decreasing the knockback growth by 3-6 units depending on the attack.

(Also in-general decrease the landing lag & auto-cancel window of D-air by 6 frames, remove the sour-spots of F-Smash & F-Air with new sweet-spots & increase the Hitboxes &/or Rehit Rate of his Down-B)



As for :4ganondorf:, I'd say he just needs a good increase of his overall mobility speed, slightly better grab range/frame data with a better low-percent combo throw & kill throws, 12 less frames of end lag after landing his Up-B so opponents can't punish him when they tech the stage after the move hits them (Removing the Rock-Crock) & slightly less landing-lag & smaller auto-cancel windows for F-air & D-air so he can Full-hop AC Fair & Short-hop AC Dair.


Sorry for the sloppy post.
 
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Lola Luftnagle

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'Tis a shame that L-cancelling is no longer. Ganondorf sure could use that for his aerials, and the same goes for every other character especially :4bowser::4dedede: or even :4pikachu: and :4pit:.

Anyways, Dark Dive should be reverted to its Melee incarnation. Ganondorf is the only character I know who will get his ass kicked for landing that here in 4 (and Brawl for that matter). D-smash landed up close sometimes does not carry opponents into the back hit, so that needs to be fixed so the knockback angle is consistent. Also make his grab a bit longer ranged with a slightly faster recovery animation.

Right...I vote for the fighter who laughs at one's failure, :4duckhunt:.
 

L1N3R1D3R

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:4ganondorf:, like Dr. Mario, is a poorly made clone, taking a character that thrives off mobility and removing the whole mobility thing. And like the Doc, he mostly just needs a slight buff to something major, though he does have a couple underwhelming moves, too:
  • I've never understood why Ganondorf is the overall slowest character in the game, as it's not canon (though Nintendo doesn't seem to care about that for him) and he doesn't have much range to make up for it. Slightly increase walk, run, and air speeds as well as jump height so he has an existent neutral game. Still not nearly as fast as Falcon, but more usable.
And from there, he mostly just needs buffs to three other moves:
  • U-tilt and Warlock Punch are basically unusable due to their insane lag right now. Pls fix, daddy Sakurai.
  • Why is Dark Dive so weak compared to Falcon Dive if Ganon is supposed to be more powerful? Increase damage.

Voting for the character whose name you shouldn't say too fast, :4duckhunt:.
 
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Zerp

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His lack of mobility is the real problem here, you can fix other things about him and give him little improvements on some things, but if he doesn't get something ridiculous and/or his mobility problems aren't addressed he'll never be good. He doesn't need to be fast, just make him not so slow.

Here's Ganondorf's results: https://docs.google.com/forms/d/1MqTD-ansXMd2Zeedjeb_l--lvPp3kf9FZZJYqDGfVUI/viewanalytics
Here's Duck Hunt's poll: https://goo.gl/forms/wpjQwdFWrtqeqVPx1

You may vote for any of these characters that are annoyed by Mr. Peepers's constant laughter:
:4bowserjr::4falcon::4charizard::4cloud2::4corrin::4dedede::4darkpit::4diddy::4dk::4falco::4fox::4greninja::4myfriends::4jigglypuff::4link::4lucario::4lucas::4luigi::4megaman::4mewtwo::4gaw::4ness::4olimar::4pacman::4peach::4pikachu::4pit::4rob::4feroy::4ryu::4samus::4sheik::4shulk::4sonic::4tlink::4wario::4wiifit::4yoshi::4zelda::4zss::4miibrawl::4miigun::4miisword:

I vote for :4feroy:, because T3H PH1R3!
 

Axel311

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Duck Hunt mainly needs better kill options. A solid kill throw seems to make sense to round out his kit.

I missed Mario. But as for him, making upsmash kill ~10% later on average would be a fair nerf to balance him out. If it's going to be so safe it shouldn't kill so early.
 
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Lola Luftnagle

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  • Duck Jump is an unnecessary commitment once performed. It ought to be cancelable like :4villager:'s.
  • Do all of his smash attacks have to be multi-hit? Personally, that's what makes them useless; DI or not, they can't seem to hit correctly. Most significant reason for the dog's difficulties in finishing foes.
  • The landing recovery on d-air is slower than :4link:'s. From 34 to 25 frames would make it a bit better.
  • It'd be nice for the vanilla Wild Gunman to have triple stamina or shoot three times before leaving.
I now vote for the PSI Powerhouse who gets on everyone's nerves (at least online), :4ness:.
 

Mario & Sonic Guy

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I decided to study the amount of stamina that the gunmen have, and I think I've figured it out...

Wild Gunman gives each gunman 5 HP. Using my buffs, the weakest gunman defeated an opposing gunman with one shot, which dealt 5% damage.

Quick Draw Aces gives each gunman only 1 HP. Any attack can defeat the gunmen, but that is mitigated somewhat by how fast the gunmen can fire their shots. Just don't call the gunmen at a spot where an opposing fighter can attack them directly.

Mega Gunman gives each gunman 40 HP. An aerial Warlock Punch did not defeat the giant gunman, but an aerial reverse Warlock Punch can defeat a giant gunman with a single blow.
 

L1N3R1D3R

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:4duckhunt: would be a serious threat if their best tools would actually work properly. Sadly, that's not the case, so they reside in low-mid tier for the time being. My suggested buffs to make these tools work:
  • Their smash attacks are all way too easy to escape. Buffing their knockback a bit isn't enough, Nintendo, please make them functional kill moves!
  • D-air needs a makeover, as right now it has too little range and too much end lag and landing lag for its mediocre knockback.
  • Oh my god, Duck Jump. What even is this move? Significantly increase travel speed to make it akin to Villager's up-B.
  • Wild Gunmen have too little health for their bad power and frame data. Please increase health to give them a better defensive option.

Voting for top 25 for Ryo but bottom 15 for most other people, :4feroy:.
 

L9999

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I have been having fun with DHD recently and there are some things that would greatly improve him.

Less end lag on Frisbee. Having extra coverage along Can and Gunman is nice, but Side B tales an eternity to end so anyone with above average air speed can punish it easily. Having less ending lag would also give DHD some KO confirms too.

Increase travel speed on Duck Jump. If it is faster Up B has more synergy with Can and Gunman to make safe recoveries.

Increase HP on Gunman. Against campy characters or rushdowns it would be appreciated to have more useful walls to think on can positioning.

Replace sourspots on Nair and Bair for sweetspots (make the moves consistent). DHD would rather have a strong move to kill or get people of him than situational jab locks the sourspots offers, and a consistent Bair would be very good for Kamikaze combos and safely killing in general, I think Fair is fine because it works more as a combo move but it would be nice if the landing lag wasn't so long.

And now the most misunderstood aspect of DHD, his Smash Attacks. The reason they don't link is because the hitboxes are tiny garbage. Even if the moves linked properly, DHD's Smash Attacks have much endlag anyways that they are impractical. So with those 2 fixed, Smash reads are much more viable and DHD doesn't have to worry about staling Up Tilt, which is his only reasonable kill move but one of his best combo moves.

I think DHD's throws are OK, as they are important for throw to can kills. DHD also gets a lot if grabs on average due to his pressure, and you wouldn't want to give a shield pressurer kill throws to pressure even further and trivialize games. L1N3R1D3R L1N3R1D3R I wouldn't say DHD isn't funcional. Can is super good, it is like a Luma, Diddy banana and PKT rolled into one, and opens opportunities for no commitment edgeguarding, insane ledge trapping, Kamikaze combos and Kamikaze combo breaking and recovery. DHD also has a very good grab unlike most zoners and very good mobility for a "below average character."

I vote my main guy :4ness:
 
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Dig Dug

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I only just started learning :4duckhunt:, but here's what I think.
  • Buff his recovery. Please. This move is so garbage. Increase the distance it travels as well as its speed and possibly give it the option to be attacked out of.
  • Fix his smash's connecting issues and shorten fsmash's FAF from 67 to 55 or so.
  • Clay pigeon- Have the hitbox be active earlier so it doesn't whiff on opponents standing right in front of you and again shorten its FAF from 66 to 55 or so.
  • Give him a killing uthrow, but make it a bit on the weaker side since doggy's pretty good at forcing people to shield.
  • Buff dair's strength. I just spiked a Peach who was past 100 percent and she lived. ...Well, okay, she died, but that was after she attempted to recover.
  • Buff the damage of the weak early hit of fair from 6.5 to 8.
 

Zerp

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Frihetsanka

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Ness will benefit a lot if certain top tiers are nerfed, such as Rosalina & Luma, Cloud, Zero Suit Samus, Sheik, Diddy Kong, and Bayonetta.
 

L9999

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With so many important bad MUs, I think Ness could benefit of some buffing. And please read my reasonings before quoting my post and say I'm wrong for having opinions of Ness.

The first aspect I want to deal with is PKT. On the stage PKT is really nice. Good juggling tool, good mindgame potential and silly KO power. But as a recovery, it is fundamentally flawed, and no matter what buffs you give it PKT still sucks. That is a good thing, we don't want perfect characters like MK, but PKT's weaknesses are so absurd that they come of to me like the developers overestimated PKT's capabilities. The first thing I would delete from existence is PKT being cut down in half when Ness hits something. I find it ridiculous that a recovery that takes too long to start that it can be cut down short by literally jumping into it. This weakness also cuts down mixup potential in recovering that is needed in Ness' bad MUs and recovery in general so I would gladly see it removed. Next order of the day is fixing the bouncing in the left walls with double PKT. Lucas doesn't have to go through the ordeal of moving PKT perpendicularly to bounce off again and Ness would really want that, because in real life the angle demanded is not helpful. My third and final comment on PKT is increasing the recovery distance. PKT starts too slow so anyone can go hit Ness at a 40 degree angle and he can't come back. Considering how extensive the Gimp Ness catalogue is I think it wouldn't be a drastic change and be like Lucas being hard to gimp. Even then, Ness has to worry about his less than stellar neutral and lame ground mobility.

The next two are nitpicks of mine. Make Up Smash stronger. So, Up Smash has terrible endlag, has blindspots, and the hitbox can be interrupted but still continue the laggy animation. Why does this thing doesn't kill again? Next Dair. Make it frame 9 or something that is useful for attacking. Dair is so trash its best use is for something clearly unintentional (cancelling lag).

Those were my 2 cents on Ness, take as you will. I vote Bowser Jr.
 
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Lola Luftnagle

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A slight increase in ground speed may be in order. This way, he can land more grabs (grab combos at lower damage, the inevitable back-throw attempt). And how I long for his up-smash and down-smash to inflict the damage they did in N64 Smash...

Everything else about Ness is fine to me. Just a small speed buff so he can contend with most top-tiers a bit better.

Once again, I vote for the future king of chaos and discord, :4bowserjr:.
 

L1N3R1D3R

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With FOW's return, :4ness: has once again shown how silly he can be. He still doesn't have enough tools to be in high tier after most people have figured out how to play against him, but he has enough ridiculous tools that I fear about buffing him too much. Really, I would only target tools that would help his awful top tier matchups:
  • Increase the base knockback but slightly reduce knockback growth of certain practical moves, primarily so he can kill Luma more easily. This is easily his worst (and infamously so) matchup, as his only moves that kill Luma are way too unsafe to be practical.
  • Increase distance but slightly decrease damage of PK Thunder 2. This would make the move slightly less ridiculous at killing, but on the bright side it would make him able to mix up his recovery more.
  • And of course, make PK Flash not put him into freefall. Why this was ever implemented beats me.

Voting for Marth after a practical joke was played on him, :4feroy:.
 

L9999

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With FOW's return, :4ness: has once again shown how silly he can be. He still doesn't have enough tools to be in high tier after most people have figured out how to play against him, but he has enough ridiculous tools that I fear about buffing him too much. Really, I would only target tools that would help his awful top tier matchups:
  • Increase the base knockback but slightly reduce knockback growth of certain practical moves, primarily so he can kill Luma more easily. This is easily his worst (and infamously so) matchup, as his only moves that kill Luma are way too unsafe to be practical.
  • Increase distance but slightly decrease damage of PK Thunder 2. This would make the move slightly less ridiculous at killing, but on the bright side it would make him able to mix up his recovery more.
  • And of course, make PK Flash not put him into freefall. Why this was ever implemented beats me.

Voting for Marth after a practical joke was played on him, :4feroy:.
Rosalina isn't Ness' worst MU. I rather fight Rosa than Corrin or Sheik.
 

L9999

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Corrin? How can they possibly be worse for Ness than Rosalina?
Number 1: Corrin has huge disjoints, but has ZERO lag. That means Ness can't bait Corrin and whiff punish her effectively like other swordsman or Rosa. Nair in particular walls Ness out with 0 effort. Rosa can wall Ness too, but her wall has a lot of cracks. If Rosa approaches from the air it is a free punish because Rosa's landing is super predictable and no risk of getting dash grab or dash attack negated by a huge sword. Fighting on the air Ness wins because his attacks are faster.

Number 2: Dragon Lunge is a pain to follow. Corrin's mobility is just as sucky as Ness', but she has pin, which pressures shield and turns the match into a game of chasing Corrin around. Dragon Lunge 2 frames stink as well.

Number 3: Recovering is hard. With Rosa you can attempt a mixup where you recover with PKT at a 90 degree angle from above and hopefully trade to kill Rosa when she goes over to use GP. There are 0 mixups with Corrin because she has Counter Surge.

Number 4: Edgeguarding her is more difficult than you expect. Dragon Ascent has huge hitboxes so Down Smash is not reliable.
PKT is not very viable either because she can swing to interrupt it and recover anyways. You can Fair chain her offstage or Nair, but that is risking to get offstage in the first place and get Counter Surged. Edgeguarding Rosa is super easy. You mixup between spamming PKT and bait out GPs and Down Smashing the ledge. If the Rosa is conditioned to expect PKTs or Down Smashes you go out and kill her with retreating Nair before she reaches the ledge with Up B.

For what is worth it, Dabuz has mentioned in the past Rosa has too work hard to get Ness offstage and gimp him if the Ness isn't messing around and Gackt (top Japan solo Ness) 2-0d Atelier (top Japan Rosa) and MASA gave a good fight to Kirihara (another top Japan Rosa). Taranito (another top Japan Ness) got thrashed by Yoc (top Japan Corrin) and Taranito is very good when it comes down to bad MUs, he doesn't get gimped by Rosas.
 
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Garo

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Lower U-air's knockback. That move's stupidly powerful for not even using PK.
 

Axel311

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I think it would be better to tone down the top tiers a bit than buff Ness. Ness could easily be overbuffed, I think he's in a good place right now in terms of design. Maybe make PKT immune to Rosa's down B, because his recovery being absorbable from so far away is just incredibly stupid.
 
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L1N3R1D3R

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:4feroy: needs some major tune-ups so he can actually function as a swordfighter instead of a close-combat fighter with a sword:
  • Slightly increase damage of all sourspots. I understand his design philosophy, but can he at least space a little bit without getting nothing for using a sword at long range?
  • Increase jump and aerial jump height. He hardly gets anywhere in the air because his jump is so short and he falls so fast, making it near impossible to pressure anyone above him, another key flaw he has.
  • D-air needs to spike more consistently. For how laggy it is, it quite often means a suicide if he uses it offstage, and I'd rather it actually be a worthwhile trade if that's the case.
  • Increase knockback of Aerial Blazer. It's so much worse than its grounded counterpart, but decreasing lag or giving it any kind of armor or invincibility would be crazy.

Voting for our bucas, :4lucas:.
 

Lola Luftnagle

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I must say it's disheartening to see Roy isn't any better than his Melee self. Yeah, he's heavier than Marth with a much faster air speed this time around, but he still falls too fast to pressure anyone in the air. His falling speed does not allow him to capitalize on his wonderful air speed for recovery purposes. Now, I've noticed that all FE characters here suffer from **** ending lag on a fair number of attacks. Sadly, :4myfriends: notwithstanding, :4feroy: suffers the most from this. Yeah...something needs to be done about that as well as decrease falling speed somewhat to around :4ganondorf:'s.

Right...now voting for the currently top-ranked character, :4diddy:.
 
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