Article Floating Points

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Introduction

Floating points or hex values control many different things about articles or a move itself.

Bowser

File Offset Default Description
Flame
19CF0 330.0 Initial fire angle
19CF4 25.0 Flame spread randomness
19CF8 50.0 Max angle upwards
19CFC 40.0 Max angle downwards
19D00 2.8 Turning speed
19D04 0.7 Rotation of flames and head in relation to 19D00
19D08 25 Amount of frames spent firing after releasing B
19D0C 450.0 Refueling/Spacing in gfx?
19D10 70.0 Spacing in fire gfx?
19D14 380.0 Max Size Charge
19D18 80.0 Min Size Charge
19D1C 0.7 Speed/Distance Charge Refuel Rate (per frame)
19D20 0.8 Size Charge Refuel Rate (per frame)
19D24 0.75 Speed/Distance Charge Drain Rate (per frame?)
19D28 0.75 Size Charge Drain Rate (per frame?)
19D2C 30 Frame count for something?
19D30 7 Frames between flames
19D34 8.0 How far away flame starts horizontally
19D38 -2.0 How far away flame starts vertically
19D3C 0.25  ?? (read on flame gfx reduction)
19D40 -3.6 Landing detection
19D44 28 Frame count for something? (0 will freeze)
19D48 20 Frame hitbox terminates on
19D4C 1.9 Flame speed
19D50 2.8 Horizontal momentum of flames
19D5C 6.0 Unknown
19D64 3.0 Unknown
File Offset Default Description
Flying Slam
1A468 0.25
1A46C 0.2
1A470 0.15
1A474 0.00075
1A478 0.02
1A47C 0.18
1A480 0.00075
1A484 0.03
1A488 1.0
1A48C 1.5
1A490 5.0
1A494 -0.6
1A498 2.0
File Offset Default Description
Whirling Fortress
1AB8C 1.85 Vertical momentum in air
1AB90 0.05 Gravity
1AB94 1.0 Unknown (read on fortress in air)
1AB98 1.5 Grounded moving speed
1AB9C 1.6 Momentum preservation on turning?
1ABA0 0.15 Grounded turning speed
1ABA4 0.02 Aerial mobility
1ABA8 15 How many frames after falling to landing to automatically do a grounded fortress again
1ABAC 50 Something dealing with 1ABA8 but affects how long you stay in shell
1ABB0 10 Something dealing with 1ABA8 but making it really high delays the animation somehow
1ABB4 50 Landing lag
File Offset Default Description
Bowser Bomb
1AE50 0.8 Horizontal aerial momentum preservation on startup.
1AE54 0.5 Vertical aerial momentum preservation on startup.
1AE58 0.02 Unknown (read on aerial downB)
1AE5C 0.03 Unknown (read on aerial downB)
1AE60 0.4 Unknown (read on aerial downB)
1AE64 -9.0 Speed going down (can go upwards too)
1AE68 8.0 Unknown
1AE6C 1.0 Unknown

Captain Falcon

File Offset Default Description
Falcon Punch
22208 0.125
2220C 0.625
22210 35.0
22214 2.2 Momentum forward
22218 0.92 Momentum from holding up
2221C 0
File Offset Default Description
Raptor Boost
22220 0.18 Horizontal momentum on hit (negative is equivalent of 0)
22224 0.05
22228 3.18
2222C 20.0
22230 40.0 Landing lag from aerial hit
22234 0
File Offset Default Description
Falcon Dive
22238 1.1 How much you slide on ground aiming upB
2223C 6.0 Something with mobility in aiming?
22240 0.95 Mobility
22244 0.7 Something with mobility in aiming?
22248 30.0  ?? (read during upB on ground)
2224C 6.0  ??
22250 4.0  ??
22254 0.225  ??
File Offset Default Description
Unknown
22258 0.103
2225C 0
22260 60.0
File Offset Default Description
Falcon Kick
22264 0.66 Momentum multiplier on hit
22268 4
2226C 1.0
22270 1.0 Air to ground landing lag modifier
22274 1.2 Ground to ground lag modifier
22278 3.0 Air to ground landing friction
2227C 0
22280 30.0
22284 20.0
22288 50.0

Charizard

File Offset Default Description
Flamethrower
15F20 330.0 Initial angle
15F24 30.0 Flame spread randomness
15F28 45.0 Max angle upwards
15F2C 28.0 Max angle downwards
15F30 3.0 Turning speed
15F34 0.6 Turning speed/max rotation?
15F38 25 Amount of frames spent firing after releasing B
15F3C 360.0 Max Speed / Distance Charge
15F40 70.0 Min Speed / Distance Charge
15F44 380.0 Max Size Charge
15F48 80.0 Min Size Charge
15F4C 0.5 Speed / Distance Recharge Rate
15F50 0.9 Size Recharge Rate
15F54 0.7 Speed / Distance Drain Rate
15F58 0.7 Size Drain Rate
15F5C 30 Frame count for something?
15F60 6 Frames between flames (smaller it is the more rumble you get)
15F64 5.0 How far away flame starts horizontally
15F68 -2.0 How far away flame starts horizontally
15F6C 0.25  ??
15F70 -3.6 Landing detection
15F74 28 Frame count before hitboxes (only) are deleted
15F78 20 Frame count something?
15F7C 1.9 Flame speed
15F80 2.2 Horizontal momentum of flames
Rock Smash
File Offset Default Description
16250 32.0
1626C 4.0
16270 -0.0
16274 1
16278 1
1627C -4.0
16280 0.038
16284 1.65
16288 4
1628C 4
16290 4.5
16294 12
File Offset Default Description
Fly
1688C 0.25  ?? (read on upB)
16890 0.625  ?? (read on upB)
16894 18.0  ?? (100 makes you move left/right and down)
16898 0.6 How much you can slide on landing
1689C 30.0  ?? (read on upB)
168A0 0.66  ?? (read on upB)
168A4 0.5 Gravity
168A8 0.95
File Offset Default Description
Jumps
16B10 9.6  ?? (read on turnaround jump in air)
16B14 15.0  ?? (read on turnaround jump in air)
16B18 30.0  ?? (read on turnaround jump in air)
16B1C 45.0  ?? (read on turnaround jump in air)
16B20 60.0  ?? (read on turnaround jump in air)
16B24 75.0  ?? (read on turnaround jump in air)
16B28 90.0  ?? (read on turnaround jump in air)
16B2C 105.0 Affects turnaround jump speed?
16B30 120.0  ?? (read on turnaround jump in air)
16B34 135.0  ?? (read on turnaround jump in air)
16B38 150.0 Affects turnaround jump speed?
16B3C 165.0  ?? (read on turnaround jump in air)
16B40 180.0  ?? (read on double jump)
16B44 2.0 Second jump height
16B48 2.0 Third jump height
16B4C 0.3  ?? (read on turnaround third jump)
16B50 0.5 Horizontal momentum preservation from aerial jumps?
16B54 0.8 Vertical momentum preservation? (read on 2+ jump)
16B58 0.8 Vertical momentum preservation? (read on 2+ jump)
16B64 12  ?? (frame count for something, when made higher/lower it messes up turning around jump animation)
File Offset Default Description
Glide
16B68 50.0 Max upward angle
16B6C -50.0 Max downward angle
16B70 1.2 Initial upward speed gain
16B74 0.15 Something to do with startup?
16B78 1.0 Amount of aerial Hor. momentum carried over into glide start
16B7C 1.2 Initial glide momentum
16B80 0.05 Minimum momentum required to stop?
16B84 1.9 Max glide speed
16B88 0.5 Something to do with momentum required to stop?
16B8C 0.06 Vertical momentum during glide no direction?
16B90 0.4 Gravity during glide
16B94 0  ?? (read on glide)
16B98 -25.0  ?? (read on glide)
16B9C 0.01 Something to do with glide angle down
16BA0 0.1  ?? (read on glide)
16BA4 0.25 Glide angle sensitivity?
16BA8 0.8 Something with glide up sensitivity?
16BAC 0.4 Something with glide angle sensitivity?
16BB0 4.0 Turn speed
16BB4 0.15  ?? (read on glide)
16BB8 44 Something with wing animation (if not default value, wings are just still. freezes easily.)
File Offset Default Description
Fatigue
17C28 100.0 Max stamina
17C2C 0.5 Fatigue value decreased every second
17C30 0.5 Fatigue value decreased per attack
17C34 0.8 Fatigue value increased for every second pokemon is in pokeball (and 80% KB on attacks?)
17C38 0.7 kb multiplier at "weakest" stamina (17C4C)
17C3C 40.0 Enter stamina wait animation (tired) when Fatigue falls below this value
17C40 0.3 Fatigue multiplier when KO'd
17C44 1.1 Weakness multiplier
17C48 0.9 Resistance multiplier
17C4C 40.0 "Weakest" stamina level

Diddy Kong

File Offset Default Description
Monkey Flip
196E0 1.5 Horizontal velocity
196E4 1.6 Vertical velocity
196E8 1.9 Smash Input Velocity Multiplier
File Offset Default Description
Peanut Popgun
19808 45.0 vertical velocity?
1980C 3.0 gravity?
19810 1.6 base vertical velocity?
19814 4.0 charge horizontal velocity multiplier?
19818 0.03 momentum backward from charged firing
1981C 12.0 Max additional damage (to base peanut throw damage)
19820 0.6
19824 6
19828 8
1982C 1.0
File Offset Default Description
Rocketbarrel Boost
19CC0 1.5 turning response
19CC4 55.0 Launch arc curvature (higher number allows for steeper curves)
19CC8 90 Frames to fully charge UpB
19CCC 30.0
19CD0 2.0
19CD4 2.8 height (affects charge as well)
19CD8 0.021 height multiplier
19CDC 1.12 gravity
19CE0 20.0
19CE4 1.2
19CE8 50.0
19CEC 5.0
19CF0 0.1
19CF4 2.0
File Offset Default Description
Banana Peel
19F10 105.0 Angle of banana toss in degrees?
19F14 2.2 Vertical velocity
19F18 1.38 Gravity?
19F1C 2 Max bananas out at once
File Offset Default Description
Rocketbarrel Barrage
1A2B8 0.083
1A2BC 1.0
1A2C0 1.0
1A2C4 0.051
1A2C8 0.04
1A2CC 0.07
1A2D0 0.02
1A2D4 1.3
1A2D8 0.5
1A2DC 60.0
1A2E0 1.1
1A2E4 40.0
1A2E8 3.0
1A2EC 1.15
1A2F0 0.018
1A2F4 1.8
1A2F8 0.5
1A2FC 3.8
1A300 11
1A304 150
1A308 2.0
1A30C 0.25
1A310 -13.0
1A314 -0.25
1A318 -13.0
1A31C 0
1A320 5.0
File Offset Default Description
Loose barrel
22C14 8 Unknown, read once on stage collision
22C18 1.3 Projectile Rocket Barrel flight speed
22C1C 0.015 Projectile Rocket Barrel acceleration?
22C20 40 Unknown, projectile rocket barrel reads every few frames
22C24 10 Unknown, projectile rocket barrel reads every few frames
22C28 0 Unknown, projectile rocket barrel reads frame, sometimes twice
22C2C 6.0 Unknown, projectile rocket barrel reads frame, sometimes twice
22C30 4.0 Unknown, projectile rocket barrel reads frame, sometimes twice
22C34 0.1 Unknown, projectile rocket barrel reads frame, sometimes more
22C38 1.5
22C3C 0.1
22C40 0.1
22C44 10 Unknown, projectile rocket barrel reads frame, sometimes more
22C48 0.8 Unknown, never read?
22C4C 0.02 Unknown, never read?
File Offset Default Description
Barrage Peanuts
22C84 0.2 Odds of final smash spawning nuts
22C8C 4 Max number of nuts to spawn at once
22C90 48.0 Nut rotation speed
22C94 5 Frames nut graphic remains after hit

Donkey Kong

File Offset Default Description
Giant Punch
1B070 10 How many arm swings to fully charge
1B074 2 Damage per arm swing (first arm swing has no effect)
1B078 0.12
1B07C 20.0
File Offset Default Description
Headbutt
1B410 1.5 Something with momentum preservation?
1B414 0.02 Horizontal momentum preservation? (lower = more)
1B418 0.05 Vertical momentum on headbutt
File Offset Default Description
Spinning Kong
1BE1C 0.6 Aerial vertical momentum
1BE20 0.07 Gravity
1BE24 1.1 Max Grounded Mobility
1BE28 1.7 Max Aerial Mobility
1BE2C 0.034 Grounded mobility
1BE30 0.05 Aerial mobility
1BE34 40.0 Landing Lag without Interrupt
File Offset Default Description
Hand Slap
1C280 16.0 X offset of hitbox 0/negative X offset of hitbox 3?
1C284 6.5 Y offset?
1C288 10.0 X offset of hitbox 1/negative X offset of hitbox 2?
File Offset Default Description
Konga Beat
1C638 7 Something with rapid beats?
1C63C 8.0  ?? (freezes if too low)
1C640 2.0
1C644 3.0
1C648 0.05
1C64C 30
1C650 1.14285719
1C654 2.0
1C658 1.17857146
1C65C 2.5
1C660 1.16428566
1C664 2.3
1C668 9
1C66C 3
1C670 6
1C674 8
1C678 3
1C67C 2
1C680 2
1C684 3
1C688 3
1C68C 634

Falco

File Offset Default Description
Laser
18820 12.0 X offset grounded laser
18824 1.0 Y offset grounded laser
18828 12.0 X offset aerial laser
1882C 1.0 Y offset aerial laser
18830 0 Angle laser is fired at (degrees)
18834 5.0 Laser speed
18838 0 Landing lag?
1883C 100 Laser lifetime (frames)
18840 3.0 Laser length
18844 11.25 Laser lengthening time? (higher = slower)
File Offset Default Description
Phantasm
18B58 15  ?? (something with timing short distance?)
18B5C 1.5 Grounded momentum preservation on startup (higher = less, avoid 0 will cause polygon explosion at random)
18B60 0.05 Aerial momentum preservation on startup? (higher = less, barely noticeable)
18B64 0.01666666 Aerial vertical momentum on startup
18B68 2.0 Affects grounded momentum preservation at end? (higher = less)
18B6C 0.1 Grounded momentum preservation at end (less = more)
18B70 2.0 Affects aerial momentum preservation at end (higher = less)
18B74 0.07 Aerial momentum preservation at end (less = more)
18B78 5  ?? (read on sideB moving)
18B7C 0.08 Affects shortened sideB?
18B80 0.4  ?? (read on sideB moving)
18B84 20  ?? (read on sideB startup)
18B88 6 How many frames illusion gfx stays out
18B8C 3 How many frames before illusion gfx slow down
File Offset Default Description
Fire Bird
18FD0 15 Frame count for something? (read on startup)
18FD4 1.25  ?? (read on startup)
18FD8 0.02 Aerial momentum preservation on startup (smaller = more)
18FDC 0.016 Momentum on startup?
19FE0 0.125
18FE4 0.5 Default angle? (radians)
18FE8 22 How many frames before you stop traveling (does not affect distance past a certain point)
18FEC 20
18FF0 4 Frames before decaying speed
18FF4 4.2 Speed of travel/distance travelled
18FF8 0.17 Max momentum to stop at
18FFC 1.5  ?? (read on travel)
19000 20.0 Angle required when hitting stage to bounce
19004 0.8 How far you go when hitting ground angled
19008 0.4 Special Fall Max H Mobility multiplier
1900C 18 Landing lag (frames)
File Offset Default Description
Reflector
190DC 18
190E0 50.0 Break threshold?
190E4 1.0 Reflection bubble X pos?
190E8 -1.2 Reflection bubble Y pos?
190EC 0 Reflection bubble Z pos?
190F0 9.0 Reflection bubble size?
190F4 1.5 Reflected projectile damage multiplier
190F8 1.0 Reflected projectile speed multiplier
190FC 0.5
File Offset Default Description
Landmaster
19214 5.0 Rising speed
19218 10 How many frames after rising you fall with landmaster (0 makes you never come back down)
1921C 0.025 Driving speed (at 0 you can't turn or drive forward)
19220 1.8 Driving speed?
19224 0.016 Friction?
19228 0.1 Aerial mobility
1922C 1.8  ?? (read when falling from jump)
19230 0.07  ?? (read whenever in air)
19234 0.08 Gravity
19238 4.0  ?? (read whenever on ground)
1923C 35  ?? (read whenever on ground)
19240 0.5  ?? (read whenever pressing left/right on ground)
19244 0.6  ?? (read whenever pressing left/right on ground)
19248 0.5  ?? (read whenever pressing left/right on ground)
1924C 0
19250 6.0 Laser speed
19254 17.0 # of shots
19258 50.0  ?? (read when landmaster falls initially)
1925C 0.5
19260 1.3
19264 3.0
19268 1.5
1926C 180
19270 5
19274 150.0
19278 1.5
1927C 1.0
19280 2.0
19284 1.0
19288 0.25
1928C 20
19290 1.7
19294 0.002
19298 0.1
1929C 1.6
192A0 0.06
192A4 3.5
192A8 0.8
192AC 1.5
192B0 1.8
192B4 1.25
192B8 0.3
192BC 1.0
192C0 0.5
192C4 0.8
192C8 3.0
192CC 0.1
192D0 4.0
192D4 5.0
192D8 20.0
192DC 1.0
192E0 2.0

Fox

File Offset Default Description
Laser
18B68 10.0 X offset grounded laser
18B6C 1.2 Y offset grounded laser
18B70 10.0 X offset aerial laser
18B74 1.2 Y offset aerial laser
18B78 0 Angle laser is fired at (degrees)
18B7C 7.0 Laser speed
18B80 0 Landing lag?
18B84 22 Laser Life (frames)
18B88 3 Laser length
18B8C 11.25 Laser lengthening time? (higher = slower)
File Offset Default Description
Illusion
18F20 13  ?? (something with timing short distance?)
18F24 1.5 Grounded momentum preservation on startup (higher = less, avoid 0 will cause polygon explosion at random)
18F28 0.05 Aerial momentum preservation on startup? (higher = less, barely noticeable)
18F2C 0.0166666666 Aerial vertical momentum on startup
18F30 2.5 Affects grounded momentum preservation at end? (higher = less)
18F34 0.15 Grounded momentum preservation at end (less = more)
18F38 2.3 Affects aerial momentum preservation at end (higher = less)
18F3C 0.07 Aerial momentum preservation at end (less = more)
18F40 5  ?? (read on sideB moving)
18F44 0.08 Affects shortened sideB?
18F48 0.4  ?? (read on sideB moving)
18F4C 25  ?? (read on sideB startup)
18F50 6 How many frames illusion gfx stays out
18F54 3 How many frames before illusion gfx slow down
File Offset Default Description
Firefox
19274 1.25
19278 0.02 Aerial momentum preservation on startup?
1927C 0.015 Momentum on startup?
19280 0.125
19284 0.5 Default angle? (radians)
19288 30 How many frames before you stop traveling (does not affect distance past a certain point)
1928C 15
19290 6 Frames before decaying speed
19294 3.8 Speed of travel/distance traveled
19298 0.1 Decay
1929C 1.5
192A0 20.0 Something to do with angle when hitting ground?
192A4 0.8 How far you go when hitting ground angled
192A8 0.85 Special Fall Max H Mobility multiplier
192AC 18
File Offset Default Description
Reflector
19418 18
1941C 4 Frames before 19424 takes effect
19420 2.0 Momentum preservation (lower = more momentum preserved)
19424 0.02666666 Aerial momentum downward (applies to startup and holding)
19428 8
1942C 50.0 Break threshold?
19430 0 Reflection bubble X pos?
19434 6.5 Reflection bubble Y pos?
19438 0 Reflection bubble Z pos?
1943C 8.5 Reflection bubble size?
19440 1.5 Reflected projectile damage multiplier
19444 1.0 Reflected projectile speed multiplier
19448 0.5
1944C 0 Apparently a list of the five above-ground 45-degree angles.
19450 45.0
19454 90.0
19458 135.0
1945C 180.0
File Offset Default Description
Landmaster
19570 6.0
19574 10
19578 0.13
1957C 1.8
19580 0.03
19584 0.023
19588 1.4
1958C 0.012
19590 0.06
19594 2.3
19598 8
1959C 0.4
195A0 0.7
195A4 0.5
195A8 0
195AC 7.0
195B0 17.0
195B4 50.0
195B8 0.5
195BC 1.5
195C0 2.0
195C4 1.0
195C8 180
195CC 5
195D0 150.0 Health? (looks like a pretty nice value for it)
195D4 1.0
195D8 1.0
195DC 2.0
195E0 1.0
195E4 0.14
195E8 20
195EC 1.2
195F0 0.002
195F4 0.025
195F8 0.9
195FC 0.05
19600 1.5
19604 0.8
19608 0.7
1960C 1.2
19610 1.25
19614 0.3
19618 1.0
1961C 0.5
19620 0.4
19624 3.0
19628 0.1
1962C 4.0
19630 5.0
19634 20.0
19638 1.0
1963C 2.0

Ganondorf

File Offset Default Description
Warlock Punch
2218C 0.125  ?? (read on punch)
22190 0.7  ?? (read on punch)
22194 45.0  ?? (read on punch)
22198 0.8 Momentum forward in air
2219C 0.92 Momentum from holding up
File Offset Default Description
Flame Choke
221A4 1.0 Flame Choke Grab Slide
221A8 0.05 Aerial flame choke miss gravity
221AC 3.18 Aerial flame choke miss gravity related
221B0 20.0 Landling lag (Frames)
221B4 0.1 Unknown, involves movement on aerial grab
221B8 1.0 Vertical momentum on dragging down (221B4 plays role as well)
221BC 1.0 Grab plummet speed ratio
221C0 5.0 Grab plummet acceleration ratio
File Offset Default Description
Dark Dive
221C4 0.0 Unknown, cannot control if negative
221C8 0.5 Leaping horizontal acceleration ratio
221CC 0.72 Falling horizontal max speed ratio
221D0 30.0 Unknown, read once on leap
221D4 5.0 Unknown, read once on leap
221D8 8.0 Unknown, read once on leap
221DC 0.225 Unknown, read once on leap
221E0 0.33 Post-release gravity ratio
File Offset Default Description
Wizkick
221E4 0.75 Speed modifier on hit
221E8 4 Unknown; reads on startup and at start of ground-ground ending
221EC 0.58 Ground-ground ending lag modifier
221F0 1.0 Aerial-landing lag modifier
221F4 0.5 Unknown, aerial-landing related

Giga Bowser

File Offset Default Description
Flame
EF50 330.0 Initial angle?
EF54 25.0 Max angle downwards?
EF58 50.0 Max angle upwards?
EF5C 40.0 Max angle downwards?
EF60 2.8 Turning speed
EF64 0.7 Turning speed/max rotation?
EF68 25 Amount of frames spent firing after releasing B
EF6C 450.0 Spacing in fire gfx?
EF70 70.0 Spacing in fire gfx?
EF74 380.0 GFX scaling? (smaller = larger)
EF78 80.0 Minimum distance
EF7C 0.7 Refuel speed?
EF80 0.8 Something with refueling?
EF84 0.75 Something with refueling?
EF88 0.75 GFX scaling? (larger = smaller)
EF8C 30 Frame count for something?
EF90 7 Frames between flames (smaller it is the more rumble you get lol)
EF94 6.0 How far away flame starts horizontally
EF98 -7.0 How far away flame starts vertically
EF9C 0.25 Unknown
EFA0 -3.6 Landing detection (zomg)
EFA4 28 Frame count for something? (0 will freeze)
EFA8 20 Frame count for something?
EFAC 1.9 Flame speed
EFB0 2.8 Flame spread randomness
EFBC 6.0 Unknown
EFC4 3.0 Unknown
File Offset Default Description
Flying Slam
F480 0.5
F484 0.5
F488 0.1
F48C 0.00075
F490 0.05
F494 0.12
F498 0.00075
F49C 0.05
F4A0 1.0
F4A4 1.5
F4A8 5.0
F4AC 0.0
F4B0 0.0
File Offset Default Description
Whirling Fortress
FBA4 1.85 Vertical momentum in air
FBA8 0.05 Gravity
FBAC 1.0 Unknown (read on fortress in air)
FBB0 1.5 Grounded moving speed
FBB4 1.6 Momentum preservation on turning?
FBB8 0.15 Grounded turning speed
FBBC 0.02 Aerial mobility
FBC0 15 How many frames after falling to landing to automatically do a grounded fortress again
FBC4 50 Something dealing with FBC0 but affects how long you stay in shell
FBC8 10 Something dealing with FBC0 but making it really high delays the animation somehow
FBCC 50 Landing lag
File Offset Default Description
Bowser Bomb
FE68 0.8 Vertical aerial momentum preservation on startup?
FE6C 0.5 Same as FE68
FE70 0.02 Unknown (read on aerial downB)
FE74 0.03 Unknown (read on aerial downB)
FE78 0.4 Unknown (read on aerial downB)
FE7C -9.0 Speed going down (can go upwards too)
FE80 8.0 Unknown
FE84 1.0 Unknown

Ice Climbers

File Offset Default Description
Ice Blocks
16720 1.5 Speed
16724 3.0 Speed increase over time?
16728 0 Y offset it starts to travel at
1672C -0.2 Something with rising and vertical momentum
16730 -1.65 Gravity
16734 30 Frame count for something?
16738 20 Frame count for something?
1673C 10 Frame count for something?
16740 0.994 Ice block size reduction
16744 0.992 Damage multiplier
16748 120 Frame count for something?
1674C 190 How many frames before they delete
16750 0.8  ??
16754 0.25  ??
16758 0.22
1675C 6
16760 5
16764 2.2
File Offset Default Description
Blizzard
17178 2.8 Distance/speed
1717C 0.125 Angle (degrees)
17180 45.0 Something with angle?
17184 100.0 Something with angle?
File Offset Default Description
Iceberg
17A30 80  ?? (read on hand clap)
17A34 240 How many frames before iceberg rises
17A38 0.3 Iceberg rising speed
17A3C 840 How many frames iceberg is out for
17A40 60.0  ??
17A44 200.0  ?? (32 makes it almost instant)
17A48 5  ?? (read on descent)
File Offset Default Description
Squall Hammer
3466C 30.0 Nana snap distance
34670 .25  % of initial solo grounded horizontal velocity subtracted from initial velocity?
34674 30.0 Unknown
34678 .8 Grounded initial velocity
3467C 1 Aerial initial velocity
34680 .09 Grounded acceleration
34684 .08 Aerial horizontal acceleration
34688 .1  % of initial solo grounded vertical velocity subtracted from initial velocity?
3468C 1.1 Grounded max velocity
34690 1.3 Aerial max horizontal velocity
34694 .6 Aerial solo initial vertical velocity
34698 1.2 Aerial synced initial vertical velocity
3469C .1 Aerial solo gravity
346A0 .1 Aerial synced gravity
346A4 2.8 Aerial solo downward max velocity
346A8 2.8 Aerial synced downward max velocity
346AC .6 Solo mash vertical velocity boost
346B0 .8 Synced mash vertical velocity boost
346B4 6 Mash cooldown
346B8 .75 Horizontal synced wall bounce momentum conservation
346BC .5 Horizontal solo wall bounce momentum conservation
File Offset Default Description
Belay
346C4 70.0 Nana snap distance
346C8 1.3
346CC 25.0
346D0 0.25 Unknown, read on a couple of opening pre-jump frames
346D4 2.0 pre-jump horizontal braking (higher = more decelleration)
346D8 2.0 pre-jump vertical braking (higher = more decelleration)
346DC -0.03 pre-jump gravity
346E0 0.5 unknown, read once pre-jump
346E4 1.2 bonus height from nana
346E8 15.0 bonus height from nana inverse ratio (higher = less jump)
346EC -0.1 fall speed modifier of nana throw
346F0 1.5
346F4 1.7
346F8 1.7
346FC -3.0
34700 5.0
34704 6.0
34708 -5.0
3470C -10.0
34710 1.9 Solo vertical height boost
34714 -0.1
34718 1.5

Ike

File Offset Default Description
Eruption
2737C 7 Charge time (seconds?)
27380 10 Base damage
27384 4 Damage per second of charge
27388 0.8 aerial horizontal momentum ratio
2738C 0.02 Aerial horizontal deceleration
27390 10.0 Fully charged self damage
File Offset Default Description
Quickdraw
27394 70 Charge time for maximum damage
27398 70 Charge time for maximum distance
2739C 4.2 Base grounded travel speed (affects distance)
273A0 3.6 Base aerial travel speed (affects distance)
273A4 0.06 Grounded travel speed multiplier (per charge frame)
273A8 0.04 Aerial travel speed multiplier (per charge frame)
273AC 0.1 Grounded friction
273B0 0.065 Aerial friction
273B4 12 Travel time (frames)
273B8 0.5 unknown, read once on hit
273BC 0.3 unknown, read once on hit
273C0 0.1 Damage growth rate (per charge frame)
273C4 0.25 Grounded ending horizontal momentum ratio
273C8 0.5 Aerial ending horizontal momentum ratio
273CC 1.0 Falling startup boost
273D0 9.0 unknown, read twice on startup
273D4 -3.0 unknown, read twice on startup
273D8 9.0 unknown, read once on startup
File Offset Default Description
Aether
273DC 0.9 Aerial jump height ratio (relative to ground version)
273E0 8.0 unknown, read once on startup and jump
273E4 0.2 unknown, read once on startup and jump
273E8 5 Maximum number of times you can grab the ledge before needing to land on stage
File Offset Default Description
Counter
273EC 0.5 Aerial horizontal momentum preservation
273F0 0.0025 Aerial Friction
273F4 0.04 Gravity
273F8 1.2 Counter max fall speed
273FC 1.2 Damage multiplier
27400 1.0 unknown, read on activation
27404 16 Freeze frames on hit
27408 10.0 Minimum damage
2740C 999.0 Maximum damage
27410 30.0 unknown, read on activation
File Offset Default Description
Great Aether?
27414 0
27418 0
2741C 8.7
27420 0
27424 10.0
27428 0
2742C 8.0
27430 20.0 X offset of sword gfx?
27434 20.0 Y offset of sword gfx?
27438 0.02 How high from opponent Ike is when doing hits?
2743C 4.5 Ike falling speed (does not affect opponent)
27440 20.0  ?? (read on hit; horizontal momentum?)
27444 0
27448 47 frames before grabbing sword?
2744C 5.0 rising speed
27450 60.0
27454 20.0
27458 -5.0
2745C 24.0
27460 160.0

Ivysaur

Bullet Seed
File Offset Default Description
16F70 7 Frames between seeds
16F74 6.0 Vertical momentum of article
16F78 3.6 Article's starting Y Offset
16F7C 40 How many frames you continue doing bullet seed after holding B
16F80 240 Max frames you can hold B to continue attacking
16F84 0  ??
16F88 10 Frame duration of article
16F8C 0.5  ??
Razor Leaf
File Offset Default Description
17110 2.6 Tilt speed
17114 4 Buffer (in frames) for differentiating tilt input from Smash input
17118 3.0 Smash speed
1711C 0 Landing detection? (affects how the leaf interacts with the floor)
17120 8.0 X offset grounded
17124 5.5 Y offset grounded
17128 9.0 X offset aerial
1712C 3.0 Y offset aerial
17130 50 Duration
17134 0.035 Horizontal deceleration on tilt leaf
17138 6.0 Something with rotation??? (Causes jerkiness in rotation)
1713C 45.0 Rotation angle??? (set to zero causes no rotation at all, can also cause jerkiness)
17140 8.0 Random Launch Trajectory upon spawn
17144 2
17148 22.0 Affects trajectory angles while in the air
1714C 0.92 Unsure, but a value higher than 1 causes random super-fast leaves
File Offset Default Description
Fatigue
17C28 100.0 Max stamina
17C2C 0.5 Fatigue value decreased every second
17C30 0.5 Fatigue value decreased per attack
17C34 0.8 Fatigue value increased for every second pokemon is in pokeball (and 80% KB on attacks?)
17C38 0.7 kb multiplier at "weakest" stamina (17C4C)
17C3C 40.0 Enter stamina wait animation (tired) when Fatigue falls below this value
17C40 0.3 Fatigue multiplier when KO'd
17C44 1.1 Weakness multiplier
17C48 0.9 Resistance multiplier
17C4C 40.0 "Weakest" stamina level

Jigglypuff

File Offset Default Description
Rollout
1C8D0 90 How many frames you roll around
1C8D4 20  ?? (frame count for something?)
1C8D8 0.07 Gravity
1C8DC 1.3 Fall speed
1C8E0 0.1 Friction?
1C8E4 0.05 Acceleration
1C8E8 6.0 Something with acceleration/speed
1C8EC 16.0 Something with acceleration/speed
1C8F0 0.08  ?? (read in air)
1C8F4 0.1 Aerial horizontal control acceleration (read in air, negative = forward and positive = backward)
1C8F8 0.5 Min Aerial Horizontal speed (momentum forward in air/momentum preservation in air)
1C8FC 1.0  ?? (read in air)
1C900 2.0
1C904 0.5
1C908 4.0 Rotation animation speed while pivoting or after hit
1C90C 8
1C910 6.5
1C914 0.4
1C918 0.8
1C91C 2.0 Bonus damage: +3x to fast
1C920 3.0 Damage multiplier: (4% base for fast)
1C924 -0.13 Horizontal recoil on hit
1C928 1.6 Vertical recoil on hit
1C92C 0.6 Horizontal ending slide speed
1C930 0.8
1C934 1.2 Rolling animation speed
1C938 32
1C93C 50.0 Initial roll power (min 40.0--see friction)
1C940 180.0 Max roll power (min 40.0--see friction)
1C944 3.0 Roll power saved per frame
1C948 0.21 Initial charge animation speed
1C94C 20.0
1C950 0 Increasing it cuts short distance traveled. Friction related?
1C954 40.0 Friction. (Subtracted from roll speed)
1C958 1.3 aerial rolling animation speed
1C95C 0.03 Somehow linearly affects roll speed. Affects aerial speed more.
1C960 0.9 Pivot acceleration
1C964 0.2 Degree of influce slopes have on speed
1C968 2.0 Minimum speed required for sparkle graphics
1C96C 0.25
1C970 0.75 Rebound speed multiplier
1C974 30.0 Landing lag (post-recoil)
File Offset Default Description
Pound
1C978 0.1 Something to do with window to directionalize; when set high, can't angle
1C97C 0.5 Something to do with window to directionalize; when set high or low, can't angle
1C980 20.0 Modification angle
1C984 0.25 Gravity before punch
1C988 0.2  ??
1C98C 2.2 Momentum forward (aerial distance?)
1C990 0.92 Aerial decay rate
File Offset Default Description
Puff Up
1C998 17.0 Size
1C99C 300.0 Inflation time (frames)
1C9A0 70.0 Max size time (frames)
1C9A4 100.0 Deflation time (frames, interrupts at 120 if larger and keeps current size)

King Dedede

File Offset Default Description
Inhale
2A144 4.0 Speed of star shot
2A148 0.13 Speed deceleration
2A14C 15.0 Spinning speed
2A150 1.0 X offset?
2A154 -1.0 Y offset
2A158 1.0  ??
File Offset Default Description
Waddle Toss
1CAEC 0.3 waddle dee air friction related
1CAF0 0.06  ?? read when spawning and hitting waddle dee
1CAF4 2.1  ?? read when spawning and hitting waddle dee
1CAF4 0.5 waddle dee hitting waddle bounce distance
1CAF8 1.0 waddle dee hitting person bounce distance
1CB50 0.08 waddle doo friction
1CB54 0.01 waddle doo air friction
1CB58 0.3 waddle doo air friction related
1CB5C 0.06  ?? read when spawning and hitting waddle doo
1CB60 2.1  ?? read when spawning and hitting waddle doo
1CB64 0.5 waddle doo hitting waddle bounce distance
1CB68 1.0 waddle doo hitting person bounce distance
2A15C 1.9 Base throw speed
2A160 1.2 Strong throw ratio
2A164 18.0 Default throw angle
2A168 12.0 Downward angle
2A16C 26.0 Upward angle
2A170 2 Max number of minions
2A174 35.0 Relative odds of throwing a Waddle Dee
2A178 10.0 Relative odds of throwing a Waddle Doo
2A17C 4.0 Relative odds of throwing a Gordo
2A180 3.0 Relative odds of throwing a Capsule
2A184 1.0  ?? (read on waddle toss)
2A188 1.0  ?? (read on waddle toss)
2A1F0 8.0 Wall collision size?
2A1F4 0 Something with collision
2A1F8 4.0 Something with collision
File Offset Default Description
Super Dedede Jump
2A1FC 1.0 Horizontal boost on startup
2A200 -0.5 Vertical momentum on startup
2A204 -0.03 Gravity on startup
2A208 1.0 Horizontal movement ratio
2A20C 7.5 Vertical momentum on travel
2A210 0.25 Bonus gravity
2A214 0.9 Launch vertical velocity
2A218 0.3 Launch vertical velocity
2A21C 17 Height
2A220 24  ?? (read on upB normal landing)
2A224 7.0 X offset of right buttstar
2A228 2.0 Y offset of right buttstar
2A22C -7.0 X offset of left buttstar
2A230 2.0 Y offset of left buttstar
2A234 0.5  ?? (read on upB normal landing)
File Offset Default Description
Jet Hammer
2A234 0.5 Charging walk speed
2A238 120 Time to fully charge (frames)
2A23C 0.15 Charge multiplier
2A240 30 Frame interval of self-damage?
2A244 150 Full charge hold self-damage limit
2A248 0
File Offset Default Description
Waddle Dee Army
2A24C 22 How long before the next minion comes out
2A250 4 X offset?
2A254 16 Max minions
2A258 9 Max number of dances before FS ending?
2A25C 120  ?? (read on FS)
2A260 35.0 Waddle Dee ratio
2A264 10.0 Waddle Doo ratio
2A268 6.0 Gordo ratio
2A26C 0  ?? (read on FS)
2A270 5.0  ?? (read on FS)
2A274 0  ?? (read on FS)
2A278 10.0 Gordo bounce height?

Kirby

File Offset Default Description
Inhale?
2AC68 40 How many frames you continue inhaling for after releasing B
2AC6C -0.2  ?? (read on EatWait; freezes very easily)
2AC70 -0.4  ?? (read on EatWait; freezes very easily)
2AC74 0.6 Inhale walk speed
2AC78 0.6 Inhale jump height
2AC7C 0.6 Inhale stop walk momentum
2AC80 7.0 X offset of exhale
2AC84 7.0 Y offset of exhale
2AC88 0
2AC8C 7.0
2AC90 3.0 full swallow aerial mobility multiplier
2AC94 32 Odds of losing power when hit
2AC98 5.0
File Offset Default Description
Hammer?
2B198 0.5 Vertical momentum
2B19C 0  ??
2B1A0 25 Landing lag
File Offset Default Description
Final Cutter?
2B4C8 0.8 Aerial vertical momentum
2B4CC 8.0  ?? (read on upB input and initial rise)
2B4D0 14.0 X offset of cutter
2B4D4 0 Y offset of cutter
2B4D8 0.2
File Offset Default Description
Stone?
2B5F8 6.0
2B5FC 0
2B600 25
2B604 0.31
2BA10 150 Max frames in stone
2BA14 18 How many frames after you press b you get out
2BA18 0.17453292  ?? (read on startup)
2BA1C 0.87266463  ?? (read on startup)
2BA20 0.1  ?? (read when turned to stone)
2BA24 2.0  ?? (read when turned to stone)
2BA28 4.5 Gravity
2BA2C 30.0  ?? (read when turned to stone in air)
2BA30 16.0
2BA34 28.0
2BA38 0
2BA3C-2BA68 01000000 00010100
00000101 01000001
01010100 01010101
01000000 00000000
01010000 00010101
01000101 01010100
2BEF8-2BFEC What appears to be a table of numbers.
File Offset Default Description
Cook Kirby
2BF08 2 Number of items to spawn per article/item (This/2)
2BF0C 1  ??
2BF10 2  ?? {At 15, he stirs even if he didn't get anyone)
2BF3C 2 Damage per hit when cooking

Link

File Offset Default Description
Hookshot
1CDC8 2.7 Speed that the chain travels (Air/Ground)
1CDCC 15 Length of grounded chain (Amount of chain links?) - Anything higher than 21 glitches.
1CDD0 21 Length of aerial chain (Amount of chain links?) - Anything higher than 21 glitches.
1CDD4 50.0
1CDD8 8.0
File Offset Default Description
Arrows
1CF80 60.0 More velocity with lower value, ONLY affects charged arrows
1CF84 1.0 Unknown
1CF88 0 Unknown
1CF8C 0.04363323 Firing angle (radians)
1CF90 1.2
1CF94 40 Duration (frames after stage impact?)
1CF98 3.0 Uncharged Arrow Velocity Multiplier
1CF9C 10.0 Charge Arrow Velocity Multiplier
1CFA0 4.0 Uncharged Arrow Damage
1CFA4 12.0 Full Charge Arrow Damage
1CFA8 80 Frames to fully charge?
1CFAC 0.053 Arrow gravity
1CFB0 0.69813168 Arrow weight
1CFB8 N/A Arrow hitbox Subroutine (In PSA)
File Offset Default Description
Boomerang
1D1F8 0.1 Something to do with boomerang angle... Anything above 1=cant angle boomerang
1D1FC 0.45378559 Angle of upward/downward boomerang throw (radians)
1D200 -4.15 Boomerang vertical offset -16=Higher, hits floor sooner than it should
1D204 140 Duration of short rang (frames)
1D208 170 Duration of long rang (frames)
1D20C 2.4 Short rang start velocity
1D210 3.1 Long rang start velocity
1D214 -20.0 Rotation of the actual rang
1D218 -30.0 Rotation of the actual rang
1D21C 0.047 'Rang Decceleration/Resistance
1D220 3.0 Returning rang Velocity
1D224 0.3 Higher makes the 'rang reverse direction quicker and sharply, Lower makes the turnaround slower
1D228 0.52359879 Unknown. Seems to VERY slightly do something near the turnaround point
1D22C 0.01308996 Boomerang Homing. Higher value = better homing to link
1D230 0.02617993 Unknown
1D234 140 Something to do with returning rang homing...lowering makes it stop homing after awhile
1D238 19 Unknown. Freezes if too high, right near turnaround point
1D23C 9.0 X-offset of when Boomerang is catchable. Higher values=Boomerang is caught further in front of Link. 0=Your own personal tornado.
1D240 2.0 Unknown
1D244 100.0 Unknown
1D248 20 Unknown
1D24C 4
1D250 2
1D358 N/A Boomerang Outgoing hitboxes. (Subroutine in PSA)
1D400 N/A Boomerang incoming hitboxes. (Subroutine in PSA)
File Offset Default Description
Standing spin attack
1D490 60
1D494 1.6 per frame/iteration power multiplier?
File Offset Default Description
Spin Attack
1E298 2.15 vertical height
1E29C 0.55 gravity
1E2A0 0.4 Not used in-game
1E2A4 0.22 Horizontal mobility
1E2A8 0.2 Horizontal maximum mobility
1E2AC 24 Landing lag
File Offset Default Description
Triforce Slash (?)
1ED48 7.0  ?? (read on successful hit)
1ED4C 150.0 range
1ED50 20 how many frames after successful hit he travels to opponent
1ED54 10.0 travel speed
1ED58 15  ?? (read on successful hit)
1ED5C 0.05  ?? (read on successful hit)

Lucario

File Offset Default Description
Unknown
17A18 7 Amount of charge states?
17A1C 0.15 Ground backwards horizontal momentum from releasing Aura Sphere
17A20 0.2 Aerial backwards horizontal momentum from releasing Aura Sphere
17A24 0.06
17A28 12 Loop iterations to fully charge Aura Sphere
17A2C 0.75 Aura Sphere Power
17A30 1.0 Max Aura Sphere size?
17A34 0.8 Aura Sphere Start Size
Aura Sphere
File Offset Default Description
17F48 70 Aura sphere lifetime
17F4C 0 Firing angle (radians)
17F50 1.5 Uncharged speed
17F54 2.0 Fully charged speed (also added on to slightly charged)
17F58 6 Frames between wiggling
17F5C 10.0 Movement added to a random direction each wiggle
17F60 0.5 Uncharged Aura Sphere Wiggle intensity
17F64 0 Charged Aura Sphere Wiggle intensity
17F68 3.0 Aura Sphere base growth size (smaller = bigger)
17F6C 1.0 Aura Sphere size table (bigger = bigger, will automatically scale to base size after being charged a bit)
17F70 1.33
17F74 1.64
17F78 1.97
17F7C 2.34
17F80 2.81
17F84 3.31
17F88 4.0
17F8C 15.0 Unknown. Probably has something to do with aura sphere damage/stock growth
Force Palm?
File Offset Default Description
183A8 13.0 Grounded X offset
183AC 7.0 Grounded Y offset
183B0 13.0 Aerial X offset
183B4 11.0 Aerial Y offset
File Offset Default Description
Extreme Speed
185D0 1.25  ?? (read on startup)
185D4 0.02 Air friction on aerial startup
185D8 0.015 Gravity on aerial startup
185DC 0.125  ?? (read on travel)
185E0 0.5 Default angle
185E4 5.8 Speed
185E8 10.0 Turning
185EC 35.0  ?? (something with angle required to bounce off wall?)
185F0 7 Frame duration of travel
185F4 0.8 Travel -> Ending velocity multiplier
185F8 0.23 Ending air friction (?)
185FC 0.8 (NOT READ)
18600 0.6  ?? (read on end)
18604 18  ?? (read on end)
18608 0.5 horizontal momentum on angled travel landing
Double Team
File Offset Default Description
18898 0.5 Momentum preservation
1889C 0.02  ?? (read on startup)
188A0 0.8
188A4 28 Frames duration for dodge before hitbox action occurs
188A8 28.0 How far away from start attack occurs (in units)
188AC 45.0
188B0 10 Attack kick duration
188B4 0
188B8 0
188BC -4.0
188C0 0
188C4 0
188C8 4.0
188CC 0
188D0 4.0 Size of counter trigger box (?)
Aura Storm
File Offset Default Description
18CA0 8.0 rising speed
18CA4 65.0 max turning angle
18CA8 0.28 turning speed
Aura physics (plus unknown?)
File Offset Default Description
18EB8 0.7
18EBC 0.5
18EC0 0.7 Aura floor multiplier
18EC4 1.4 Aura ceiling multiplier
18EC8 20.0 Aura floor percentage
18ECC 75.0 Aura baseline percentage
18ED0 170.0 Aura ceiling percentage
18ED4 1.0 Flat aura damage bonus
18ED8 1.8 Aura maximum multiplier
18EDC 0.6 Aura minimum multiplier
18EE0 0.66
18EE4 1.5
18EE8 80.0
18EEC 50.0
18EF0 30.0
18EF4 1.4
18EF8 0.7

Lucas

File Offset Default Description
Stick swing?
1252C 50.0 Break threshold?
12530 0 Reflection bubble X pos?
12534 6.0 Reflection bubble Y pos?
12538 9.0 Reflection bubble Z pos?
1253C 10.0 Reflection bubble size?
12540 1.5 Reflection damage multiplier?
12544 1.5 Reflection speed multiplier?
12548 0.7
File Offset Default Description
PK Freeze
17788 10 Number of frames to halt vert momentum before using @17794 as gravity (0 permanently halts fall speed)
1778C 30 How long after releasing B PK Freeze explodes
17790 70 PK Freeze lifetime
17794 0.02 Gravity after initial vertical halt
17798 30.0  ?? (read on release/PK Freeze explosion)
1779C 0  ?? (read on release/PK Flash explosion)
177A0 70.0 DMG/Size multiplier? (less=larger gfx size but less dmg)
177A4 0.3 Starting size
177A8 1.45 Size multiplier
177AC 20.0 Initial firing angle, degrees below vertical
177B0 1.4 PK Freeze rising height
177B4 0.04 PK Freeze control
177B8 0.04 PK Freeze gravity
177BC 2.0  ?? (read on startup)
177C0 3.0  ?? (read on startup)
177C4 8.0 How long after screen shake PK Freeze explodes
177C8 4.0 Default dmg
177CC 0.23 Damage multiplier
File Offset Default Description
PK Fire
17910 0 Aerial Vertical Velocity
17914 2.8 Aerial Horizontal Velocity
17918 0.01047197 Grounded Vertical Velocity
1791C 2.5 Horizontal Ground speed
17920 3.5 X offset?
17924 0.7 Y offset of starting point
17928 22.0
1792C 20 How long, in frames, the spark is out. Setting this to 0 yields "PK Fizzle".
17930 30
17934 1.0
17938 0.01
1793C 0.8
17940 3.0 Amount of time Spark stays out? (Setting this to 1 seems to have no effect on distance)
17944 0.5 Amount of time pillars last
File Offset Default Description
PK Thunder
17FB8 10.0
17FBC 30
17FC0 10
17FC4 40
17FC8 2.0
17FCC 0.017 UpB hold animation Falling acceleration
17FD0 4.0 PKT2 Momentum
17FD4 0.071 PKT2 deacceleration rate
17FD8 0 PKT2 deacceleration rate after hitting something, stacks with previous
17FDC 65.0
17FE0 60.0
17FE4 30.0 Landing lag duration(in frames)
17FE8 120 PKT Duration
17FEC 1.5 PKT speed
17FF0 90.0 PKT starting angle
17FF4 0.5 PKT turning control, lower number = higher amount of control
17FF8 8.0 PKT turning radius, higher number = tighter radius
File Offset Default Description
PSI Magnet
181F8 18 Minimum frames magnet must stay out
181FC 4 Frames before gravity kicks in (?)
18200 8.0
18204 3.0
18208 0.03 Gravity
1820C 2.5 DMG Recovery Multiplier
18210 30.0 Maximum damage recoverable
18214 2.0
18218 0 Absorption Collision X Offset
1821C 6.5 Absorption Collision Y Offset
18220 10.0 Absorption Collision Z Offset
18224 16.0 Absorption Collision Size
File Offset Default Description
Unknown
18358 0.18
1835C 0.9
18360 0.8
18364 25.0
18368 1.25
1836C 20.0
18370 10
File Offset Default Description
PK Starstorm?
18400 1.0
18404 0.15
18408 60

Luigi

File Offset Default Description
Fireball
16B8C 1.65 Unknown
16B90 0.85 Unknown
16B94 1.25 Fireball velocity
16B98 0 Fireball Angle
16B9C 50 How long fireball stays out (frames)
16BA0 0.9 Unknown
16BA4 2.0 Unknown
File Offset Default Description
Green Missile
16F80 0.25 Unknown
16F84 3.0 Unknown
16F88 20.0 Unknown
16F8C 90 Time (frames) to fully charge
16F90 5.0 Base damage
16F94 0.23333333 Damage slope (damage = base damage + frames spent charging * this)
16F98 1.25 Unknown
16F9C 0.02 Unknown
16FA0 0.05 Unknown
16FA4 1.4 Horizontal momentum
16FA8 0.01666666 Horizontal momentum multiplier
16FAC 0.4 Vertical momentum
16FB0 0.00444444 Vertical momentum multiplier
16FB4 0.01 Vertical momentum something?
16FB8 1.2 Unknown
16FBC 1.5 Unknown
16FC0 0.05 Unknown
16FC4 0.1 Unknown
16FC8 8 Misfire ratio (i.e. 1 out of this chance of misfiring)
16FCC 4.0 Misfire horizontal momentum
16FD0 1.2 Misfire vertical momentum
16FD4 1.8 Unknown
16FD8 0.4 Unknown
File Offset Default Description
Fire Jump Punch
172D8 0.25 Unknown
172DC 0 Unknown
172E0 2.0 Unknown
172E4 0.7 Unknown
172E8 40.0 Landing lag
172EC 0 Unknown
172F0 0.05 Unknown
172F4 0.95 Unknown
File Offset Default Description
Luigi Cyclone
17A38 0.1 Unknown (read on downB ground only)
17A3C 2.35 Grounded horizontal momentum
17A40 0.2 Grounded turning momentum
17A44 0.66 Unknown (read on downB ground only)
17A48 0.9 Tapping B vertical momentum
17A4C 2.0 Maximum vertical momentum
17A50 0.8 Unknown (read on tapping and in air)
17A54 0.08 Unknown (read on tapping and in air)
File Offset Default Description
Negative Zone
17B08 0.01
17B0C 0.2
17B10 78.0 Size
17B14 0.2
17B18 1.35
17B1C 0.7
17B20 0.7
17B24 0.5
17B28 20
17B2C 30
17B30 0.6
17B34 0.8
17B38 2
17B3C 180.0
17B40 2
17B44 180
17B48 4
17B4C 4
17B50 4
17B54 3
17B58 1
17B5C 2
17B60 800
17B64 180

Mario

Fireball
File offset Default Description
16FF0 0.036 Fireball gravity
16FF4 1.25 Unknown
16FF8 0.75 Fireball bounce velocity multiplier
16FFC 1.4 Initial speed
17000 -0.1745329 Initial angle (radians)
17004 75 Duration (frames)
17008 0.8 Minimum velocity on ground collision; any lower will delete fireball
1700C 2.0 Something to do with how many times it can bounce before disappearing. 2 = none, 4 = too many to count.
Cape
File offset Default Description
17508 2.5 Horizontal momentum from moving left/right (smaller = more)
1750C 0.0025 Horizontal air friction
17510 0.5 Vertical momentum for 1st aerial usage
17514 0.029 Gravity while Ra-Bit [17] is set
17518 0.9 Terminal velocity
1751C 0 Unknown (read on caping in air)
17520 10 Unknown
17524 50.0 Break threshold?
17528 0 Reflection bubble X pos?
1752C 1.0 Reflection bubble Y pos?
17530 0 Reflection bubble Z pos?
17534 6.5 Reflection bubble size?
17538 1.5 Reflection damage multiplier
1753C 1.0 Reflection speed multiplier
17540 0.5 Unknown
Super Jump Punch
File offset Default Description
17A10 0.25 Joystick backward sensitivity?
17A14 0.625 Joystick forward sensitivity?
17A18 18.0 Affects travel direction and mobility?
17A1C 0.6 Special fall aerial mobility
17A20 30.0 Unknown (read on upB)
17A24 0.6666 Unknown (read on upB)
17A28 0.5 Unknown (read on upB)
17A2C 0.95 Unknown (read on upB)
Fludd
File offset Default Description
17A70 90 Frames to fully charge
17A74 1.1 Unknown (read on firing)
17A78 70 Unknown (read on firing)
17A7C 0.02 Momentum backward when firing (affects aerial too)
17A80 300 How many frames FLUDD stays out during/after downB
17A84 10.0 Initial angle (degrees)
17A88 50.0 Max upward angle (degrees)
17A8C 16.0 Max downward angle? (degrees)
17A90 1.9 Response to angling (also affects going back to center)
17A94 0.5 Relates to offsets? (at 100 they are really far up from mario and spaced out)
17B38 1.9 Water speed multiplier/knockback multiplier?
17B3C 1.7 Water speed base
17B40 0.06 Water gravity
17B44 1.5 Unknown (read on firing)
17B48 26 How many frames water stays out (does not affect gfx past a certain point)
17B4C 0.8 Water gfx size
17B50 1.5 Water gfx size multiplier (gfx get larger further they go)
17B54 35 Water pushback

Marth

File Offset Default Description
Shield Breaker
242C0 2 Charge time (seconds?)
242C4 8 Base damage
242C8 5 damage per second of charge?
242CC 0.8 Aerial horizontal momentum ratio
242D0 0.02 Aerial horizontal deceleration
242D4 0 unknown, read once on initial pullback
File Offset Default Description
Dancing Blade
242D8 0.5 Aerial horizontal momentum ratio
242DC 0.0025 unknown, read once on first aerial startup
242E0 1.4 Aerial vertical boost
242E4 0.072 unknown, read once on first aerial startup
242E8 2.0
242EC 0
File Offset Default Description
Dolphin Slash
242F0 0.4 Max horizontal air movement in helpless falling (may transition to automatically)
242F4 34.0 Landing lag (frames)
242F8 0.25 unknown, read several times pre-jump
242FC 0.5 unknown, read throughout entire move
24300 20.0 directionalization distance (displacement, not angle)
24304 0.6666 directionalized pre-jump displacement (has a low max)
24308 1.1 aerial jump height ratio (relative to ground version)
2430C 0.06 post-jump gravity
24310 1.8 post jump max fall speed
24314 0 unknown, read once post-jump
File Offset Default Description
Counter
24318 0.5 Aerial horizontal momentum ratio
2431C 0.0025
24320 0.04 Counter gravity
24324 1.2 Counter max fall speed
24328 1.1 Damage multiplier
2432C 0.9 unknown, read on activation
24330 16 Freeze frames on activation
24334 8.0 Minimum damage
24338 999.0 Maximum damage
2433C 25.0 unknown, read on activation
File Offset Default Description
Critical Hit?
24340 0
24344 0
24348 9.3
2434C 0
24350 9.2
24354 0
24358 9.0

Meta Knight

File Offset Default Description
Mach Tornado
25E40 1.0 Initial vertical velocity gain
25E44 0.7 Horizontal Momentum Conservation (resulting max speed is capped)
25E48 80.0 Initial Spin Speed
25E4C 0.12 Grounded Horizontal Acceleration
25E50 2.0 Grounded Horizontal Max Speed
25E54 0.1 Aerial Horizontal Acceleration
25E58 1.7 Aerial Horizontal Max Speed
25E5C 0.008 Horizontal braking acceleration
25E60 -0.08 Gravity
25E64 0.5 Fall speed
25E68 1.0 Vertical velocity added per button press
25E6C 10 Minimum frames between button presses (buffers if B is pressed before then)
25E70 1.4 Maximum vertical velocity
25E74 16.0 Spin speed added per button press
25E78 80.0 Max spin speed
25E7C 1.5 Subtracts this each frame while listening for button input
25E80 70 Frames to listen for button input
25E84 2.0 Subtracts this each frame while not listening for button input
25E88 10.0 Spin speed equal to or less than this to end move
File Offset Default Description
Drill Rush
25E90 0.5 Horizontal momentum conservation
25E94 1.0 Causes MK to go up during beginning of drill rush
25E98 -0.08 Causes MK to go down during beginning of drill rush
25E9C 3.0 Control
25EA0 10 Something to do with direction after landing on platform and finishing
File Offset Default Description
Dimensional Cape
25EA8 0.5 Horizontal momentum conservation
25EAC 0.4 Vertical momentum conservation
25EB0 0.5 Max horizontal speed
25EB4 2.5 Horizontal acceleration
25EB8 0.5 Max vertical speed
25EBC 2.5 Vertical acceleration

Mr. Game and Watch

File Offset Default Description
Chef
15640 1.0 Trajectory 1 horizontal velocity
15644 1.0 Trajectory 1 vertical velocity
15648 0.04 Trajectory 1 gravity
1564C 2.5 Trajectory 1 max fall speed
15650 10.0 Trajectory 1 spinning
15654 0.8 Trajectory 2 horizontal velocity
15658 1.1 Trajectory 2 vertical velocity
1565C 0.04 Trajectory 2 gravity
15660 2.5 Trajectory 2 max fall speed
15664 31.0 Trajectory 2 spinning
15668 0.6 Trajectory 3 data
1566C 1.2
15670 0.04
15674 2.5
15678 8.0
1567C 0.4 Trajectory 4 data
15680 1.3
15684 0.04
15688 2.5
1568C 42.0
15690 0.2 Trajectory 5 data
15694 1.4
15698 0.04
1569C 2.5
156A0 12.0
156AC 0.5
156A8 80 Damaging time (frames)
156AC 30 Time spent flashing (frames)
156B4 5 Number of trajectories (causes crashes when greater than 5 due to reading bad data)
File Offset Default Description
Judge
161A0 2.0 Aerial momentum preservation (less = more)
161A4 0.0025 Something to do with aerial momentum preservation? (0 = no momentum preservation)
161A8 0.7
161AC 0.025
161B0 0.7
161B4 1 Odds for getting a 1
161B8 1 Odds for getting a 2
161BC 1 Odds for getting a 3
161C0 1 Odds for getting a 4
161C4 1 Odds for getting a 5
161C8 1 Odds for getting a 6
161CC 1 Odds for getting a 7
161D0 1 Odds for getting a 8
161D4 1 Odds for getting a 9
File Offset Default Description
Fire
16490 0.25
16494 30.0
16498 40.0
1649C 0.5
File Offset Default Description
Oil Panic
16738 2.0 Amount initial horizontal momentum is divided by
1673C 0.0025 Air Friction
16740 0.04 Gravity
16744 1.2 Terminal Velocity
16748 18.0 Minimum damage
1674C 2.8 Damage multiplier
16750 6.0 Min damage per projectile
16754 20.0 Max damage per projectile
16758 16.0
1675C -4.5
16760 1.5
16764 0
16768 22.0 Absorb Collision Size
File Offset Default Description
Octopus
16C50 120.0
16C54 15.0
16C58 40.0
16C5C 0
16C60 0
16C64 6.0
16C68 -14.0

Ness

File Offset Default Description
Bat swing?
1124C 80.0 Break threshold?
11250 0 Reflection bubble X pos?
11254 6.0 Reflection bubble Y pos?
11258 9.0 Reflection bubble Z pos?
1125C 10.0 Reflection bubble size?
11260 1.5 Reflection damage multiplier?
11264 1.5 Reflection speed multiplier?
11268 0.5
File Offset Default Description
PK Flash
16038 10  ??
1603C 15 How long after releasing B PK Flash explodes
16040 120 PK Flash lifetime
16044 0.017 Aerial vert momentum on charge
16048 30.0  ?? (read on release/PK Flash explosion)
1604C 0  ?? (read on release/PK Flash explosion)
16050 100.0 DMG/Size multiplier? (less=larger gfx size but less dmg)
16054 0.9 Starting size
16058 1.43 Size multiplier
1605C 3.0 PK Flash control
16060 1.3 PK Flash rising height
16064 0.01 PK Flash momentum added from stick press
16068 0.023 PK Flash gravity
1606C 2.0  ?? (read on startup)
16070 2.0  ?? (read on startup)
16074 15.0 How long after screen shake PK Flash explodes
16078 5.0 Default damage
1607C 0.32 Damage multiplier
File Offset Default Description
PK Fire
161A8 -0.7504915 Aerial Vertical Velocity
161AC 2.8 Aerial Horizontal Velocity
161B0 -0.0628318 Grounded Vertical Velocity
161B4 2.5 Horizontal Ground speed
161B8 3.2 X offset?
161BC 1.1 Y offset of starting point
161C0 30.0  ?? (read when spark is generated)
161C4 20 Spark lifetime
161C8 100 Pillar lifetime
161CC 3.0 Pillar vert momentum on first hit
161D0 0.01  ?? (read when spark is generated)
161D4 0.8  ?? (read when spark is generated)
161D8 3.0 Pillar vert momentum on loop hits?
161DC 0.5 Pillar size multiplier on each hit?
File Offset Default Description
PK Thunder
16580 10.0  ?? (read on startup)
16584 30 How long you continue doing the PKT hold anim after it dies?
16588 24 Same as 16584?
1658C 30 How long before you fall during upB hold in air?
16590 2.0 Something with falling speed initially
16594 0.017 upB hold falling acceleration
16598 3.6 PKT2 Momentum
1659C 0.072 PKT2 deceleration rate
165A0 0.072 PKT2 deceleration rate after hitting something, stacks with previous
165A4 65.0  ?? (read on PKT2)
165A8 60.0  ?? (read on PKT2 end)
165AC 24.0 Landing lag duration(in frames)
165B0 120.0 PKT Duration
165B4 2.0 PKT speed
165B8 90.0 PKT starting angle
165BC 0.5 PKT turning control, lower number = higher amount of control
165C0 8.0 PKT turning radius, higher number = tighter radius
166E8 -2.0 PKT landing detection
166EC 2.0 PKT landing detection?
File Offset Default Description
PSI Magnet
16848 30 How many frames after releasing B you continue to hold it
1684C 4  ?? (read on startup)
16850 8.0 Something with momentum preservation?
16854 2.0 Something with momentum preservation?
16858 0.02666666 Falling speed
1685C 1.6 Damage recovery factor
16860 30.0 Maximum damage recoverable
16864 4.0
16868 0 Absorption Collision X Offset
1686C 6.5 Absorption Collision Y Offset
16870 0 Absorption Collision Z Offset
16874 14.0 Absorption Collision Size
File Offset Default Description
Unknown
169A8 0.1
169AC 0.5
169B0 0.75
169B4 30.0
169B8 1.7
168BC 15.0
169C0 8
File Offset Default Description
PK Starstorm
16A50 5.0 Base falling speed
16A54 0.03 Additional falling speed
16A58 70  ?? (freezes at 0)
16A5C 9  ?? (read on starstorm)
16A60 11  ?? (read on starstorm)
16A64 0.001
16A68 25.0
16A6C 20.0
16A70 50.0
16A74 0.7
16A78 0.05
16A7C 1.5
16A80 0.8
16A84 0.1
16A88 1.0

Olimar

File Offset Default Description
All Pikmin
1D4B0 6.0 Pikmin 'Safespot' Olimar-Distance (How far the 'ideal' position for the Pikmin to stand is from olimar. Higher = farther)
1D4B4 6.0 Pikmin 'Safespot' Spacing (The distance between the pikmin's safespots)
1D4B8 40.0 Pikmin Runspeed
1D4BC 20.0
1D4C0 5.0 Effort (When set to 100, they just stand still whenever you idle and you can run away from them and through them and they won't care. Only if you whistle or do certain moves will they respond, and even then, only some of them do)
1D4C4 15.0 How long pikmin continue to follow the previous aerial velocity
1D4C8 800 Desynch Death Time (How long a desynched Pikmin has to live in frames)
1D4CC 620 Desynch Warning Time (How long to wait before flashtinting a desynched pikmin to warn the olimar player that it is about to die)
1D4D0 1200.0 Budding time
1D4D4 2400.0 Full bloom time
1D4D8 1.1 Budded movement speed multiplier (?)
1D4DC 1.2 Flower movement speed multiplier (?)
1D4E0 0.21 Pikmin Pluck Angle (Inverted Radians)
1D4E4 2.1 Vertical momentum pikmin pluck
1D4E8 0.075 Horizontal momentum pikmin pluck
1D4EC 3 Olimar-Pikmin Interaction Box Size... Or something like that. Lets you remotely control solo pikmin
1D4F0 20.0 Pikmin Teleport Box Size (Lets you grab pikmin from across the stage for usage immediately with fair and dair and such.)
1D4F4 3.2 Something with fsmash velocity?
1D4F8 0 Something with fsmash velocity?
1D4FC 0.5 Pikmin Fsmash Initial Velocity
1D500 0.18 Pikmin Fsmash Angle (Radians)
1D504 3.0  ?? (read on fsmash)
1D508 0.7  ?? (read on fsmash)
1D50C 0.06 Pikmin Fsmash Gravity
1D510 3.5 Pikmin Usmash Initial Momentum
1D514 0.25 Pikmin Usmash Gravity
1D518 3.5
1D51C 1.2
1D520 200
1D524 60
1D528 7
1D52C -0.2 SideB Throw Power?
1D530 0.6 Velocity Pikmin fly off opponnent after they're done Side-B beating him
1D534 32
1D538 -1.2
1D53C 30
1D540 2000.0
1D544 3.0
1D548 45.0
1D54C 0.05
1D550 0.04
1D554 0.3
1D558 0.3
1D55C 1.5
1D560 180.0
1D564 0
1D568 0
1D5D0 0.2 Body collision sensitivity
1D5D4 0.1  ?? (read when pikmin go to olimar)
1D5D8 0.4 Body collision sensitivity to pikmin only?
1D5DC 4.0 Z axis of movement
Offset Table   Default Table Description
R Y B W P   R Y B W P  
Individual Pikmin
1D5E0 1D654 1D6C8 1D73C 1D7B0   9 9 14 4 15 Pikmin HP
1D5E4 1D658 1D6CC 1D740 1D7B4   0.075 0.075 0.075 0.12 0.05 Walk/Run Acceleration
1D5E8 1D65C 1D6D0 1D744 1D7B8   2.0 2.0 2.0 3.0 1.5 Walk/Run Max Speed
1D5EC 1D660 1D6D4 1D748 1D7BC   0.2 0.2 0.2 0.4 0.17 (read when Pikmin is by Olimar's side)
1D5F0 1D664 1D6D8 1D74C 1D7C0   3.0 3.0 3.0 3.0 3.0 (read when Pikmin is by Olimar's side)
1D5F4 1D668 1D6DC 1D750 1D7C4   0.025 0.025 0.025 0.04 0.018 (read when Pikmin is by Olimar's side)
1D5F8 1D66C 1D6E0 1D754 1D7C8   1.0 1.0 1.0 1.5 0.8 How long Pikmin stays on ground from sideB? (at 0 he walks a bit then jumps to Olimar)
1D5FC 1D670 1D6E4 1D758 1D7CC   0.1 0.1 0.1 0.1 0.08 (read when Pikmin walks back to Olimar from sideB)
1D600 1D674 1D6E8 1D75C 1D7D0   1.5 1.5 1.5 2.0 1.2 Something to do with jump timing of Pikmin coming back from sideB
1D604 1D678 1D6EC 1D760 1D7D4   1.5 1.5 1.5 2.0 0.75 (read when Pikmin walks back to Olimar from sideB)
1D608 1D67C 1D6F0 1D764 1D7D8   0.75 0.75 0.75 0.75 0.75 Pikmin Speed/Response to TurnRun
1D60C 1D680 1D6F4 1D768 1D7DC   0.7 0.7 0.7 0.8 0.7
1D610 1D684 1D6F8 1D76C 1D7E0   1.3 1.3 1.3 1.3 1.3
1D614 1D688 1D6FC 1D770 1D7E4   2.5 2.5 2.5 2.8 2.5
1D618 1D68C 1D700 1D774 1D7E8   2.3 2.3 2.3 2.6 2.3
1D61C 1D690 1D704 1D778 1D7EC   0.07 0.07 0.07 0.1 0.09
1D620 1D694 1D708 1D77C 1D7F0   1.5 1.5 1.5 1.45 1.7
1D624 1D698 1D70C 1D780 1D7F4   0.1 0.1 0.1 0.18 0.05
1D628 1D69C 1D710 1D784 1D7F8   1.0 1.0 1.0 1.0 0.5
1D62C 1D6A0 1D714 1D788 1D7FC   5 60 1200 60 60 Swim time in frames? (implies Blues drown after 20 seconds; though this is way better than the Smashers can do)
1D630 1D6A4 1D718 1D78C 1D800   2.0 2.0 3.0 4.0 0.8
1D634 1D6A8 1D71C 1D790 1D804   1.8 1.1 1.8 3.0 1.5 Pikmin Toss throw velocity
1D638 1D6AC 1D720 1D794 1D808   3.6 2.2 3.6 5.0 3.0
1D63C 1D6B0 1D724 1D798 1D80C   1.1 1.6 1.1 1.1 1.1
1D640 1D6B4 1D728 1D79C 1D810   1.2 1.2 1.6 2.0 0.6 Has something to do with grab and dash grab length
1D644 1D6B8 1D72C 1D7A0 1D814   0.03 0.03 0.03 0.03 0.03
1D648 1D6BC 1D730 1D7A4 1D818   0.1 0.1 0.1 0.1 0.1
1D64C 1D6C0 1D734 1D7A8 1D81C   1.5 1.5 1.5 1.5 1.5
1D650 1D6C4 1D738 1D7AC 1D820   0.1 0.1 0.1 0.2 0.03
File Offset Default Description
Unknown
1DC70 1.6
1DC74 0.04
1DC78 4.0
1DC7C 20
1DC80 120
1DC84 43.0
1DC88 -6.0
1DC8C 115.0
1DC90 30.0
1DC94 650
1DC98 50.0
1DC9C 0
1DCA0 10.0
1DCA4 22.0
1DCA8 -9.0
1DCAC 16.0
1DCB0 -9.0
File Offset Default Description
Smashes
28624 4.0 Fsmash X offset
28628 0 Fsmash Y offset
2862C 0 Usmash X offset
28630 5.0 Usmash Y offset
28634 4.0 Dsmash X offset (applies equally in both directions)
28638 0 Dsmash Y offset
File Offset Default Description
Grab
2863C 8.0 X offset
28640 0 Y offset
Offsets   Defaults
Terain ID Pluck Speed R Y B W P   Terain ID Pluck Speed R Y B W P
Pikmin Frequency Table
(see also: Terrain)
28644 28648 2864C 28650 28654 28658 2865C   0 1.0 1.0 1.0 1.0 0.5 0.4
28660 28664 28668 2866C 28670 28674 28678   1 0.4 1.0 1.0 1.0 0.5 0.4
2867C 28680 28684 28688 2868C 28690 28694   2 1.0 1.0 1.0 1.0 0.5 0.4
28698 2869C 286A0 286A4 286A8 286AC 286B0   3 0.75 1.0 1.0 1.0 0.5 0.4
286B4 286B8 286BC 286C0 286C4 286C8 286CC   4 1.0 1.0 1.0 1.0 0.5 0.4
286D0 286D4 286D8 286DC 286E0 286E4 286E8   5 0.8 1.0 2.0 1.0 0.5 0.8
286EC 286F0 286F4 286F8 286FC 28700 28704   6 0.8 1.0 2.0 1.0 0.5 0.8
28708 2870C 28710 28714 28718 2871C 28720   7 1.2 2.0 1.0 1.0 0.5 0.4
28724 28728 2872C 28730 28734 28738 2873C   8 0.8 1.0 1.0 2.5 0.5 0.4
28740 28744 28748 2874C 28750 28754 28758   9 1.0 1.0 0.5 1.0 1.0 0.1
2875C 28760 28764 28768 2876C 28770 28774   10 1.0 0.0 1.0 4.0 0.5 0.4
28778 2877C 28780 28784 28788 2878C 28790   11 1.0 1.0 1.0 1.0 0.5 0.2
28794 28798 2879C 287A0 287A4 287A8 287AC   12 1.0 1.0 1.0 1.0 0.5 0.4
287B0 287B4 287B8 287BC 287C0 287C4 287C8   13 1.0 0.5 0.5 1.0 1.0 0.2
287CC 287D0 287D4 287D8 287DC 287E0 287E4   14 0.75 0.5 0.5 1.0 0.5 0.2
287E8 287EC 287F0 287F4 287F8 287FC 28800   15 1.0 0.5 0.5 0.5 0.5 1.0
28804 28808 2880C 28810 28814 28818 2881C   16 0.8 0.0 0.0 0.0 0.5 1.0
28820 28824 28828 2882C 28830 28834 28838   17 1.0 1.0 1.0 1.0 0.5 0.4
2883C 28840 28844 28848 2884C 28850 28854   18 0.7 1.0 1.0 1.0 0.5 0.4
28858 2885C 28860 28864 28868 2886C 28870   19 0.7 1.0 1.0 1.0 0.5 0.4
28874 28878 2887C 28880 28884 28888 2888C   20 0.7 1.0 1.0 1.0 0.5 0.4
28890 28894 28898 2889C 288A0 288A4 288A8   21 1.0 1.0 1.0 1.0 0.1 0.1
288AC 288B0 288B4 288B8 288BC 288C0 288C4   22 1.0 1.0 1.0 2.0 1.0 0.4
288C8 288CC 288D0 288D4 288D8 288DC 288E0   23 1.0 0.3 0.3 0.3 1.0 1.0
288E4 288E8 288EC 288F0 288F4 288F8 288FC   24 1.0 1.0 1.0 0.5 0.5 0.6
28900 28904 28908 2890C 28910 28914 28918   25 1.0 1.0 1.0 1.0 0.5 0.4
2891C 28920 28924 28928 2892C 28930 28934   26 1.0 0.6 0.6 1.0 0.4 0.3
28938 2893C 28940 28944 28948 2894C 28950   27 1.0 1.0 1.0 1.0 0.5 1.0
28954 28958 2895C 28960 28964 28968 2896C   28 1.0 1.5 1.5 0.5 0.2 0.5
28970 28974 28978 2897C 28980 28984 28988   29 1.0 0.0 0.0 0.0 0.0 1.0
File Offset Default Description
Pluck
2898C 3.0 X offset of pluck
28990 0 Y offset of pluck
28994 4  ?? (read on pluck)
File Offset Default Description
Pikmin Toss
28998 9.0 X offset of sideB toss
2899C -1.0 Y offset of sideB toss
File Offset Default Description
Pikmin Chain? Pikmin Order?
289A0 0
289A4 2.8
289A8 0
289AC -1.0

Peach

File Offset Default Description
Float
1D840 150 Float time (frames)
File Offset Default Description
Toad
1D844 2.0 Horizontal braking speed (Peach continues moving horizontally at her previous speed divided by this constant.)
1D848 0.0025 Horizontal braking acceleration?
1D84C 0.7 Vertical speed
1D850 0.025 Gravity
1D854 0.7 Max fall speed
1D858 13 Hitlag on hit (frames)
File Offset Default Description
Peach Bomber
1D85C 0.1 Unknown, read once on ground pullback
1D860 0.025 Unknown, read once on ground pullback
1D864 0.7 Unknown, read twice on ground pullback
1D868 1.1 Vertical boost during aerial pullback
1D86C 4.0 Launch distance (used on ground)
1D870 5.0 Launch distance (used in air)
1D874 0.5 Post-launch vertical boost
1D878 0.08 Post-launch gravity
1D87C 1.5 Some sort of transition ratio between post-launch and ending gravities? (higher = more of the second?)
1D880 0.1 Ending horizontal deceleration
1D884 0.08 Ending gravity
1D888 -1.2 Unknown, read on hit, controls direction of recoil
1D88C 1.4 Recoil vertical boost
1D890 2.0 Unknown, something to do with ending
1D894 2.0 Unknown, something to do with ending, when set low causes massive fall speed, when set high casues momentary floating
File Offset Default Description
Parasol
1D89C 0.625 Involves input window to directionalize launch (larger = harder)
1D8A0 18.0 Amount to which the launch may be directed (larger = significantly more control)
1D8A4 0.95 Launch height
1D8A8 0.7 Unknown, read 1-3 times per frame during launch
1D8AC 0.5 Unknown, read twice on aerial launch
1D8B0 1.2 Floating max horizontal speed multiplier
1D8B4 0.3 Floating fall speed
1D8B8 0.6 Falling max horizontal speed multiplier
1D8BC 30.0 Landing lag from falling state (frames?)
File Offset Default Description
Turnip Pull
1D8C4 80 Odds of getting an item (i.e. a one in this chance)
File Offset Default Description
Turnip Item Table
1D8C8 6 Bob-bomb ID
1D8CC 2.0 Relative odds of getting a Bob-bomb
1D8D0 19 Mr. Saturn ID
1D8D4 3.0 Relative odds of getting a Mr. Saturn
1D8D8 4 Beam Sword ID
1D8DC 1.0 Relative odds of getting a Beam Sword
File Offset Default Description
Peach Blossom?
1D8E0 1.0 Unknown, read 3 times at startup
1D8E4 1.0 Unknown, read 3 times at startup
1D8E8 10.0
1D8EC 0
1D8F0 0
1D8F4 0
1D8F8 13
1D8FC 8

Pikachu

File Offset Default Description
Thunder Jolt
156E0 6.5 Grounded X offset
156E4 1.0 Grounded Y offset
156E8 6.5 Aerial X offset
156EC 1.0 Aerial Y offset
156F0 0  ?? (read on startup)
156F4 100 Lifetime (frames)
156F8 -1.0122909 Aerial jolt angle (radians)
156FC 2.0 Aerial jolt velocity
File Offset Default Description
Skull Bash
158B0 3.0  ?? (read on startup)
158B4 20.0  ?? (read on startup)
158B8 90.0 Charge time (frames)
158BC 7.0 Base damage
158C0 0.2 Damage multiplier
158C4 1.25  ?? (read on fire)
158C8 0.02  ?? (read on air startup)
158CC 0.04 Falling speed
158D0 1.6 Base horizontal firing momentum
158D4 0.01777777 Horizontal momentum multiplier
158D8 0.8 Base vertical firing momentum
158DC 0.024 Vertical momentum multiplier
158E0 1.1  ?? (read on firing)
158E4 1.5 Aerial stopping velocity?
158E8 0.05  ?? (read on aerial end)
158EC 0.1  ?? (read on aerial end)
158F0 12
File Offset Default Description
Quick Attack
15A78 10  ?? (read on startup)
15A7C 5 Length
15A80 0.02666666  ?? (read on travel)
15A84 0.26179939 Model rotation traveling on ground
15A88 0.8 Model width multiplier traveling on ground
15A8C 0.8 Model height multiplier traveling on ground
15A90 1.2 Model length multiplier traveling on ground
15A94 0.26179939 Model rotation traveling in air
15A98 0.8 Model width multiplier traveling in air
15A9C 0.8 Model height multiplier traveling in air
15AA0 1.2 Model length multiplier traveling in air
15AA4 2.0 Not read?
15AA8 0.5 Aiming sensitivity
15AAC 4.0 Starting momentum of each segment
15AB0 7.0 Momentum added to 15AAC
15AB4 0.9 Second segment length multiplier
15AB8 0.6 Horizontal momentum preservation
15ABC 45 Minimum direction change (degrees) for grounded second segment
15AC0 0.1 Horizontal momentum subtracted each frame after frame 5 of second segment
15AC4 38 Minimum direction change (degrees) for second segment
15AC8 0.4  ?? Read when landing from air -> ground
15ACC 24.0 Landlag
File Offset Default Description
Thunder
15C78 150.0 Height of thunder creation
15C7C 0.4 Something to do with landing detection when missing pika
15C80 0.66 Vertical momentum on aerial thunder hit
15C84 0.016 Air friction on aerial thunder hit?
15C88 13.32 Area of effect for behing hit from your thunder
15C8C -5.0 Thunder travel speed
15C90 60.0 Thunder lifetime (frames)
File Offset Default Description
Unknown
15D60 11.0
15D64 3.0
15D68 3.0
15D6C 160
15D70 60
File Offset Default Description
Volt Tackle?
15F98 1.4
15F9C -0.4
15FA0 0.35
15FA4 7.0
15FA8 0.25
15FAC 0.4
15FB0 1.8
15FB4 0.9
15FB8 50

Pit

File Offset Default Description
Arrows
1A618 0.5  ??
1A61C 60 Max charge time
1A620 -0.3 Joystick sensitivity backwards
1A624 0.6 Joystick sensitivity upwards
1A628 0.0 angle at which side arrow initially shoots at
1A62C 8.0 side arrow speed
1A630 90.0 angle at which the up arrow initially shoots at
1A634 8.0 up arrow speed
1A638 4.0 Arrow control radius
1A63C 0
1A640 5.0 Base damage
1A644 0.1 Damage multiplier (extra damage per charging frame)
1A648 -0.2
1A64C 30
File Offset Default Description
Angel Ring
1AD68 40 Something with how long it's out at startup?
1AD6C 50.0 Something with how long it stays out after startup?
1AD70 1.0 Something with how long it stays out after startup? (less = more)
1AD74 60.0 Something with how long it stays out after startup? (might affect button tapping)
1AD78 10.0 How many seconds you can hold angel ring
1AD7C 0.5  ?? (read on button tap of ring hold)
1AD80 20.0  ?? (read on startup)
1AD84 0  ?? (read on startup)
1AD88 72
1AD8C 50.0 Break threshold?
1AD90 0 Reflection bubble X pos?
1AD94 0 Reflection bubble Y pos?
1AD98 0 Reflection bubble Z pos?
1AD9C 8.5 Reflection bubble size?
1ADA0 1.5 Reflection damage multiplier?
1ADA4 1.0 Reflection speed multiplier?
1ADA8 0.5
1ADAC 0
1ADB0 0
1ADB4 2
File Offset Default Description
Wings of Icarus
1AFC8 0.5 momentum preservation
1AFCC 0.3 initial vertical momentum
1AFD0 70 how many frames waiting above ground until landing
1AFD4 0.03 momentum going right/left
1AFD8 1.1 momentum going down
1AFDC 0.01  ??
1AFE0 0.1 Potency of Y-Axis control stick movement
1AFE4 1.6 momentum going up
1AFE8 0.01  ??
1AFEC 0.3 something to do with how high you can rise/how much gravity affects vertical gain
1AFF0 0.8 gravity?
1AFF4 0.1  ??
1AFF8 180 flying time (frames)
1AFFC 2.6 Wing flap speed going up
1B000 0.3 wing flap speed going down
File Offset Default Description
Mirror Shield
1B108 25.0
1B10C 600 amount of time it can be out (frames)
1B110 20 amount of time before you stand up
1B114 0.5  ?? (higher than 1 you jitter when aiming and can possibly freeze)
1B118 0.2 Something to do with reflection distance?
1B11C 12 Frame count for something?
1B120 50.0  ?? (read all the time)
1B124 0.07  ?? (read all the time)
1B128 0.5
1B12C 0
1B130 7.5
1B134 -1.1915340
1B138 -2.108
1B13C 7.5
1B140 0
1B144 -2.108
1B148 5.0
1B14C 0x17400000
1B150 7.5
1B154 -1.1915340
1B158 -2.108
1B15C 7.5
1B160 0
1B164 -2.108
1B168 5.0 Reflect collision size
1B16C 0x17400000
1B170 0x0001b0d0
1B174 1
1B178 1.5 Reflect damage multiplier
1B17C 1.7 Reflect speed multiplier
1B180 50.0
1B184 0.7
File Offset Default Description
Palutena's Army?
1B2C8 5.0
1B2CC 120
1B2D0 300
1B2D4 90
1B2D8 120
1B2DC 80
1B2E0 40.0
1B2E4 0.5
1B2E8 30
1B2EC 10

Pokémon Trainer

Unkown
File Offset Default Description
34B0 100.0
34B4 50.0
Pokémon Change?
File Offset Default Description
3C38 4.0
3C3C 0.5
3C40 32.0
3C44 32.0
3C48 120
3C4C 240
3C50 75.0
3C54 18.0
3C58 40.0
3C5C 45.0
3C60 40
3C64 360
3C68 40.0
3C6C 4.0
3C70 0.5
3C74 32.0
3C78 32.0
3C7C 120
3C80 240
3C84 50.0
3C88 18.0
3C8C 40.0
3C90 45.0
3C94 40
3C98 360
3C9C 40.0
Triple Finish?
File Offset Default Description
4388 120
438C 10.0
4390 30.0
4394 -16.0
4398 18.0
439C -8.0

R.O.B.

File Offset Default Description
Robo Beam
18818 25.0
1881C 25.0
18820 1.1
18824 0.7
18828 300.0
1882C 100.0 Frames to recharge?
18830 1200.0 Frames to supercharge?
18834 4.0
18838 1.8
1883C 4.0
18840 1.8
18844 77
18848 81
1884C 0
18850 0
18854 0
18858 45.0
1885C 0.9
18860 15
18864 20.0
18868 1
1886C 60
18870 8.0
18874 1.0
File Offset Default Description
Arm Rotor
194E0 60.0
194E4 90.0
194E8 1.5
194EC 1.6
194F0 2.5
194F4 0.66
194F8 2.0
194FC 0.4
19500 60
19504 30.0
19508 1.4
1950C 0.7
19510 20
19514 2.0
19518 5.0
1951C 5.0
19520 20.0
19524 10
19528 5
1952C 0.7
19530 0.5
File Offset Default Description
Robo Burner
19608 150.0 Max fuel?
1960C 1.0
19610 0.8
19614 2.0
19618 1.0
1961C 0.13
19620 20
19624 1.0
19628 0.002
1962C 0.025
19630 1.3
19634 0.05
19638 1.5
1963C 0.8
19640 1.8
19644 1.2
19648 1.25
1964C 0
19650 3
File Offset Default Description
Gyro
197D8 90.0 Time to fully charge (frames)
197DC 1.8 Velocity multiplier (charge-based)
197E0 0.022 Also affects velocity based on charge but multiplies damage and KB as well
197E4 0  ??? (default is 0 but is read on gyro shoot)
197E8 -2.5 Gryo firing Y offset
197EC 1 Max gyros
197F0 45.0
197F4 0.5
File Offset Default Description
Diffusion Beam
198F0 180
198F4 0.66
198F8 14 FS Duration (Seconds)(If Set At 0 It Will Last Forever)
198FC 120
19900 3
19904 60

Samus

File Offset Default Description
Power Shot
16398 7 Charge time. Higher value = slower charge. Unsure of ratio.
1639C -0.1 Recoil from charged power shot (air only). Negative values send you backward, positive send you forward.
163A0 16.0 Frames between change in charge level?
163A4 0
163A8 70 Power shot duration(frames).
163AC 0 Angle it fires at
163B0 1.5 Base velocity. Diminishes with more charge (Full charge still goes same speed).
163B4 2.65 Charged shot velocity. Effect is greater with more charge (Uncharged shot goes same speed).
163B8 4.0
163BC 22.0
163C0 0.3 Initial power shot size (graphic). Scales accordingly with charge.
163C4 1.0 Final power shot size (graphic). Scales accordingly with charge.
163C8 16777216 (0x01000000)
163CC 2.0
163D0 -2.0
163D4 2.0
File Offset Default Description
Missile
168B8 3 Buffer (in frames) for differentiating tilt input from Smash input
168BC 2.0 Traction - The lower the value, the more momentum Samus gets going sideways when using a missile.
168C0 0.0025
168C4 1.0 X-offset of missile launch.
168C8 2
168CC 110 Homing missile duration(frames).
168D0 60 Homing missile deceleration point (frames). This is the point where the missle slows down.
168D4 1.3 Homing missile initial velocity.
168D8 0.95 Homing missile secondary velocity, after it finishes decelerating and stops homing.
168DC 0.5 Homing missile deceleration. Lower value = missile slows faster.
168E0 0.01919862 Homing capability. Higher value = better homing.
168E4 0.87266463 Something to do with homing. Lower value = worse homing. Range perhaps.
168E8 0.01745329 Something to do with homing. Higher value = No homing.
168EC 0
168F0 16777216 (0x01000000)
168F4 2.4
168F8 -2.4
168FC 2.4
169A8 1
169AC 72 Super Missile duration(Frames).
169B0 10 Super Missile acceleration point(Frames). This is the point where the super missle speeds up.
169B4 0.6 Super Missile initial velocity.
169B8 0.06 Super Missile acceleration.
169BC 1.75 Super Missile final speed?
169C0 16777216 (0x01000000)
169C4 2.4
169C8 -2.4
169CC 2.4
File Offset Default Description
Screw Attack
17618 0.35 Horizontal momentum added with no control
1761C 0.017 Horizontal control
17620 0.57 Air friction
17624 2.5 Vertical height (grounded doesn't seem affected)
17628 0.66  ?? (read on startup)
1762C 0.2  ?? (read on startup)
17630 24.0 Landing lag (higher = more)
File Offset Default Description
Bomb
17898 1.2 Vertical momentum grounded bomb
1789C 0.9 Vertical momentum aerial bomb
178A0 0.8 Grounded mobility
178A4 0.8 Aerial mobility
178A8 22.0  ??
178AC 22.0  ??
178B0 1.0 Grounded momentum preservation
178B4 1.0 Aerial momentum preservation
178B8 0 X offset
178BC 2.0 Y offset
178C0 0 Z offset
178C4 -0.5  ??
178C8 10 Frame count for something? (read on bomb explosion)
178CC 0.78539818 Angle you are sent at from bomb explosion from side (radians)
178D0 1.7 Vertical momentum from bomb explosion
178D4 0.5  ??
178D8 0.7 Max controlled horizontal speed after bomb jump
178DC -0.5  ??
178E0 7.38  ?? (read on bomb lay)
178E4 72 How many frames before it explodes
File Offset Default Description
Unknown (Zero Laser?)
17EF8 0.5
17EFC 0.01
17F00 0.18
17F04 0.13
17F08 8.0
17F0C 2.5
17F10 150
17F14 0
17F18 210
17F1C 16777216 (0x01000000)
17F20 2.0
17F24 -2.0
17F28 2.0

Sheik

File Offset Default Description
Needles
15FE8 8.0 X offset grounded needles
15FEC 8.0 Y offset grounded needles
15FF0 7.0 X offset aerial needles
15FF4 6.0 Y offset aerial needles
16168 30 How many frames before grounded needles go away
1616C 120  ?? (frame count for something)
16170 0.5  ?? (read on nB)
16174 4.0 Needle speed
16178 16777216 (0x01000000) Needle air friction?
1617C 1.0
16180 -1.0
16184 1.0 Needle air friction?
File Offset Default Description
Chain
166C8 10 How long chain is out before reeling in (release B)
166CC 20 something with hitbox refreshing?
166D0 22 frame chain comes out
166D4 32 frame you can move chain around (if less than or equal to 166D0 the chain will not come out)
166D8 18 frame after releasing B chain reels in
166DC 28 frame chain disappears after releasing B
166E0 0.75  ?? (read all the time when you can move chain)
166E4 0
166E8 3.0 not read?
166EC 0.85 Rigidity
166F0 0.45 Liveliness
166F4 0.15 How far it will go into the Z axis?
166F8 55.0 Stretchiness
166FC 13.0
File Offset Default Description
Vanish
169D0 3.2
169D4 0.19
169D8 0.25
169DC 20 Travel time (changes distance you travel)
169E0 3
169E4 0.5
169E8 1.0
169EC 1.5
169F0 0.6
169F4 45 Sensitivity?
169F8 0.3 Vertical momentum out of second explosion?
169FC 0.4 Travel speed?
16A00 30.0
16A04 0
16A08 5.0
File Offset Default Description
Transform
16B98 2.0
16B9C 2.0
16BA0 0.04
16BA4 0.75
File Offset Default Description
Light Arrow
16E50 50.0
16E54 38.0
16E58 5.0
16E5C 1.3
16E60 0.6
16E64 60.0
16E68 0.75

Snake

File Offset Default Description
Up-Smash
22B04 0 X Offset
22B08 8.0 Default height / Y Offset
22B0C 0 "Z" offset (positive = towards camera)
22B10 300 How long before they explode
22B14 2.7 Height multiplier (affects default hight too)
22B18 5.0 Height multiplier? (lower than default makes charged ones go lower)
22B1C 0.1 Gravity
22B20 2.0 Max fall speed
22B24 30.0  ?? (read on usmash firing)
22B28 0.5  ?? (read on usmash firing)
22B2C 1.0 Mortar model flips over when this velocity or lower is reached
22B30 10.0 Affects time mortar turns?
22B34 10.0  ?? (read on usmash firing)
22B38 0.2 horizontal momentum of mortars that go left/right
22B3C -1.5  ?? (read on usmash firing)
File Offset Default Description
Mine
22B40 1500 How long before it dissapears (frames)
22B44 -0.5 Y offset? (read on mine lay)
File Offset Default Description
Unknown
22B48 -0.07
22B4C 2.0
22B50 0
22B54 0
22B58 3.5
22B5C 0
22B60 0
22B64 3.5
22B68 0
22B6C 4.0
File Offset Default Description
Nikita
22B70 0x00a90000 Something with speed?
22B74 0 Momentum preservation on turning?
22B78 0.055 Initial speed
22B7C 1.6 Flying speed
22B80 0.4 Turning speed
22B84 3.0 Turning control?
22B88 15.0 Turning radius?
22B8C 5.0  ?? (read on sideB)
22B90 2.0  ?? (read on sideB)
22B94 2.0  ?? (read on sideB)
22B98 10.0  ?? (read on sideB)
22B9C 45.0  ?? (read on sideB)
22BA0 200 How long before nikita slows down
22BA4 50 How long nikita slows down before falling
22BA8 0.06 Something with slowing down?
22BAC 20 Something with slowing down?
File Offset Default Description
Grenade
17980 0.4 Forward angle input threshold
17984 -0.4 Back angle input threshold
17988 2.5 Forward angled horizontal momentum
1798C 0.3 Forward angled vertical momentum
17990 1.1 Unangled horizontal momentum
17994 1.2 Unangled vertical momentum
17998 0.2 Back angled horizontal momentum
1799C 1.8 Back angled vertical momentum
179A0 45.0 Duck and cover animation range
File Offset Default Description
Unknown
22BB0 6.0
22BB4 7
22BB8 60
22BBC 0.04
22BC0 3.5
22BC4 36
22BE4 7.0
22BE8 0x00290000
22BEC 0
22BF0 2.0
22BF4 0.2
22BF8 0
22BFC 2.0
22C00 0.2
22C04 5.5
22C08 0x05290000
File Offset Default Description
Cypher
22C0C 1.0 Momentum preservation? (at 0 you don't drop before you rise)
22C10 0.05 Momentum preservation? (at 0 you don't drop before you rise)
22C14 1.25  ?? (read first frame moving)
22C18 1.5 Rising speed? (read first frame moving)
22C1C 0.001 Mobility
22C20 1.0  ?? (read first frame moving)
22C24 1.5 Vertical momentum preservation (double jump cypher preservation)
22C28 9.0  ?? (read when cyphering)
22C2C 8.0  ?? (read when cyphering)
22C30 0 Y offset of cypher when released
22C34 0.05 Speed of cypher flying away
22C38 3.5  ?? (read when letting go of cypher)
22C3C 600 How many frames before it disappears? (read when breaking from cypher; freezes at 1)
22C40 10.0  ?? (read when cyphering)
File Offset Default Description
C4
22C44 -0.5 Starting fall speed
22C48 0.07 Fall acceleration
22C4C 2.0 Max fall speed
22C50 900 How long it stays on opponent until falling off (frames) (does not effect falling off from being hit)
22C54 120 How long you stay next to someone before it transfers
22C58 1.0
22C5C 64.0 Chance of C4 falling off?
22C60 1600 How long C4 stays out until it explodes (frames)
22C64 6.0
22C68 2.0
22C6C 1.5

Sonic

File Offset Default Description
Homing Attack
24FC0 0.8 Initial Vertical Velocity on Charge
24FC4 0.6 Momentous Growth on Aerial Charge
24FC8 0.78 Momentum Conservatism (Set to 2, it will multiply current momentum by 2. Set to 0.5, current momentum will be halved. Etc.)
24FCC 24 Minimum startup
24FD0 40 Maximum startup
24FD4 20.0 Maximum Curve. Lower number = smaller curves
24FD8 45.0 Homing Intensity. Lower number = better homing.
24FDC 5.0 Homing Wind Resistance. (Higher number = travel slower, and cancel before you reach your target if too high.)
24FE0 3.0 Homing Dash Acceleration
24FE4 0.15 Homing Dash Deceleration
24FE8 2.0  ??
24FEC 15 Homing Dash Duration (Frames?)
24FF0 0.5 Floor-bounce H Velocity
24FF4 0.25 Floor-bounce V Velocity?
24FF8 0.1 Floor-bounce V Velocity ...Again?
24FFC 0.75 Person-bounce Aerial Mobility
25000 3.8 Person-bounce V Velocity
25004 3.2 Person-bounce H Deceleration Rate?
25008 10 Person-bounce Fallspeed?
2500C -50.0 No-homing dash angle (Degrees)
25010 5.0 No-homing dash speed
25014 7 No-homing dash duration
25018 0.5  ??
2501C 8 No-homing dash duration again?
File Offset Default Description
Spring
1B678 3.8
1B67C 0
1B680 10.5 Sonic Spring Initial Height (How high off of the ground foes are when they start their 'i just bounced off of this' animation)
1B684 240.0 Sonic Spring Duration (Frames)
1B688 0 Spring article's initial aerial vert velocity once Sonic launches off
1B68C -0.05 Sonic Spring Fallspeed
1B690 2.0 Same as 1B680?
1B694 2.0  ??
1B698 12.0
1B69C 1.5
1B6A0 28.0
250B0 3.0 How much time before you jump (negative will make spring invisible)
250B4 1.0  ??
250B8 8.4 Grounded jump height
250BC 0.95 Aerial jump height
250C0 -1.0 Gravity?
250C4 6.0 Gravity?
250C8 0.5 Maximum horizontal drift speed during fall after spring
250CC 0.65 Drift control during fall after spring
File Offset Default Description
Spin Dash/Spin Shot
25020 10 How many frames after charge you do spin dash
25024 40 Frame count for something? (read on startup)
25028 -0.3 Momentum during charge on ground
2502C 2.1 Angle of jump?
25030 0.065 Something with angle of jump and movement speed
25034 0.8 Angle of jump?
25038 1.1  ?? (read on jump)
2503C 1.3 Height of jump
25040 0.01 Friction?
25044 0.02  ?? (read on jump, affects angle)
25048 4.7 Speed
2504C 2.0  ?? (read on jump, affects angle)
25050 110 How long you can move around (in frames)
25054 0.06 Aerial mobility
25058 0.001  ?? (read on jump)
2505C 1.8  ?? (read on jump)
25060 50.0  ?? (read on turn/land on ground)
25064 6.0 Damage multiplier after hitting ground
25068 11.0 Damage multiplier before hitting ground
2506C 0.09 Skidding friction
25070 0.075 Skidding friction?

Squirtle

File Offset Default Description
Water Gun
17380 60 How many frames of charging to be considered full
17384 15.0 Initial angle of firing (in degrees)
17388 50.0 Max angle upwards
1738C 25.0 Max angle down (higher is more angled down)
17390 2.1 Turning speed
17394 0.1  ?? (read on water gun)
17398 1.1  ?? (read on water gun)
1739C 12 How many frames before not getting spray
173A0 0.018 Momentum backwards
173A4 0  ?? (read when firing water/spray)
173A8 2.1 Starting water gun speed
173AC 1.8 Water gun speed multiplier
173B0 0.06 Water gun gravity
173B4 1.5 Water spacing?
173B8 26 Water dissapearing time
173BC 0.8 Water gfx initial size
173C0 1.5 Water gfx scaling
173C4 60  ?? (read on water gun)
File Offset Default Description
Withdraw
175D8 0.78 Initial Air H momentum multiplier
175DC 2.1 Initial H speed of tilt input
175E0 2.4 Initial H speed of smash input
175E4 2.1 Momentum preservation without holding direction?
175E8 2.4
175EC 3.3
175F0 0.0035 Grounded H deceleration when speed is higher than terminal
175F4 1.0 Grounded H terminal speed
175F8 0.5 Aerial H terminal speed
175FC 0.02 Grounded H acceleration if speed is less than terminal
17600 0.01 Aerial H acceleration if speed is less than terminal
17604 1.5
17608 3.2
1760C 0.5
17610 3.0
17614 0.85
17618 0.003
1761C 0.0025
17620 1.8 Multiplied by speed and added to base damage (3 + 1.8 * Speed)
17624 0.3
17628 90
1762C 180 Max frame that SpecialS can be cancelled into SpecialSEnd
17630 44 Min frame that SpecialS can be cancelled into SpecialSEnd
17634 -0.5
17638 0.8
1763C 0.8
File Offset Default Description
Waterfall
17A18 0.25 Joystick distance?
17A1C 0.625 Joystick distance?
17A20 18.0 Directionalization distance (displacement, not angle)
17A24 0.6 Special fall aerial mobility
17A28 30.0  ??
17A2C 20.0  ??
17A30 20.0  ??
17A34 0.6666  ??
17A38 0.5  ??
17A3C 0.95 Aerial height
File Offset Default Description
Fatigue
17C28 100.0 Max stamina
17C2C 0.5 Fatigue value decreased every second
17C30 0.5 Fatigue value decreased per attack
17C34 0.8 Fatigue value increased for every second pokemon is in pokeball (and 80% KB on attacks?)
17C38 0.7 kb multiplier at "weakest" stamina (17C4C)
17C3C 40.0 Enter stamina wait animation (tired) when Fatigue falls below this value
17C40 0.3 Fatigue multiplier when KO'd
17C44 1.1 Weakness multiplier
17C48 0.9 Resistance multiplier
17C4C 40.0 "Weakest" stamina level

Toon Link

File Offset Default Description
Arrows
1D028 60.0 More velocity with lower value, ONLY affects charged arrows
1D02C 1.0  ??
1D030 0  ??
1D034 0.08726646 Angle (radians)
1D038 1.7  ??
1D03C 60 Duration (frames)
1D040 2.0 Uncharged arrow velocity multiplier
1D044 3.8 Charge arrow velocity multiplier
1D048 4.0 Uncharged arrow damage
1D04C 12.0 Full charge arrow damage
1D050 120 Arrow in ground duration (frames)
1D054 0.015 Arrow gravity
1D058 0.69813168 Arrow weight
File Offset Default Description
Boomerang
1D2A0 0.1 Something to do with boomerang angle (above 1 you can't angle boomerang)
1D2A4 0.61086523 Angle of upward/downward boomerang throw
1D2A8 -4.15 Boomerang vertical offset -16=Higher, hits floor sooner than it should
1D2AC 200 Duration of short toss (frames)
1D2B0 250 Duration of long toss (frames)
1D2B4 2.3 Short toss start velocity
1D2B8 2.8 Long toss start velocity
1D2BC -68.0 Rotation of boomerang on toss (Z axis)
1D2C0 -28.0 Rotation of boomerang on return (Z axis)
1D2C4 0.04 Deceleration/Resistance
1D2C8 2.3 Returning speed
1D2CC 0.3  ??
1D2D0 0.73303830  ??
1D2D4 0.01483529 Boomerang Homing. Higher value = better homing to link
1D2D8 0.02617993  ??
1D2DC 110 Homing time (frames)
1D2E0 14  ?? (frames)
1D2E4 9.0 X offset of when boomerang is catchable. Higher value = boomerang is caught further in front
1D2E8 2.0
1D2EC 100.0
1D2F0 20
1D2F4 4
1D2F8 2
File Offset Default Description
Standing spin attack
1D4A8 60
1D494 1.6 per frame/iteration power multiplier?
File Offset Default Description
Spin Attack
1E558 2.17 Vertical height
1E55C 0.55 Gravity
1E560 0.4 Not used in-game
1E564 0.22 Horizontal mobility
1E568 0.2 Horizontal maximum mobility
1E56C 24 Landing lag
File Offset Default Description
Triforce Slash?
1F008 7.0
1F00C 70.0
1F010 10
1F014 8.0
1F018 30
1F01C 0.05

Wario

File Offset Default Description
Chomp?
18A08 20 How many frames after releasing B he bites
18A0C 70 Max frames you can hold bite
18A10 120.0
18A14 0.5
18A18 4.0
18A1C 5.0
18A20 0.5
18A24 6.0
18A28 2.0
18A2C 15 Frames before you can bite again after throwing
File Offset Default Description
Bike
18AF0 0.06 Starting gravity?
18AF4 1.5  ?? (read on aerial start)
18AF8 60.0
18AFC 30.0
18B00 1.5 Jumping off bike horizontal momentum
18B04 2.8 Jumping off bike vertical momentum
18B08 180 How long after bike is gone you have to wait to do sideB again
18D48 2.2 Initial speed (ground)?
18D4C 2.0 Initial speed (air)?
18D50 1.5 Aerial Inital Jump Height
18D54 2.5 Grounded top speed
18D58 0.015 Grounded Air Resistance
18D5C 0.4 Grounded Acceleration
18D60 1.3 Aerial top speed
18D64 0.01 Aerial Air Resistance
18D68 0.3
18D6C 0.06
18D70 1.5 Aerial Max Fallspeed
18D74 10
18D78 1.5 Damage Growth Constant (Equation is roughly something like Speed (in Units) x this = damage output. At fullspeed with this set to 100, the hitbox did 699%-744%)
18D7C 0.8 Something with hitbox offset?
18D80 0.05 Minimum speed to have a hitbox?
18D84 0.07
18D88 5.0
18D8C 0.5  ?? (read on grounded travel)
18D90 22.0  ?? (read on grounded travel)
18D94 2.0 Aerial Rotation Speed
18D98 2.3 Air -> ground bounce height
18D9C 0.15  ?? (read when landing from air -> ground)
18DA0 4.0
18DA4 80.0 Max rotation on ground
18DA8 6.0 Something with rotating (at 0 you can't rotate)
18DAC 3.0 Rotating down air friction? (at 0 you can't rotate)
18DB0 0.5
18DB4 0.8
18DB8 10 Something with how long you have to be at max rotation before falling off at slow speeds?
18DBC 4 Something with how long you have to be at max rotation before falling off at fast speeds?
18DC0 0.09  ?? (read when falling off bike)
18DC4 14 Falling chance on turn (i.e. one in this chance)
18DC8 4 See above, but for higher speed?
18DCC 0.015  ?? (read when falling off bike)
18DD0 0.2
18DD4 0
18DD8 0.3
18DDC 0.8
18DE0 0.2
18DE4 0
18DE8 0
18DEC 3.0
18DF0 -2.0
18DF4 0
18DF8 2.0
18DFC -2.0
18E00 4.5
18E04 -0.0 (0x80000000)
18E08 2
18E0C 9
18E10 0
18E14 5.0
18E18 5.0
18E1C 0
18E20 5.0
18E24 5.0
18E28 5.5
18E2C -0.0 (0x80000000)
18E30 1
18E34 9
18E50 6.5
18E54 -0.0 (0x80000000)
18E58 0
18E5C 17
File Offset Default Description
Corkscrew
191F8 0.5 Startup Horizontal Momentum Multiplier
191FC -0.9 Startup Vertical Momentum
19200 0.01 Something with vertical momentum when using horizontal movement? (larger = less height)
19204 0.3 Something with horizontal joystick threshold for reversal?
19208 40.0 Horizontal movement during jump
1920C 0.15 Horizontal momentum added to end of corkscrew
19210 -0.9 Vertical momentum subtracted from end of corkscrew
File Offset Default Description
Wario Waft
197A8 110 Seconds to fully charge
197AC 15 Seconds to reach charge level one
197B0 55 Seconds to reach charge level two
197B4 1.3 Charge level one damage multiplier (at the point just before level two begins)
197B8 1.5 Charge level two damage multiplier (at the point just before level three begins)
197BC 2.4 Vertical momentum (level two)?
197C0 3.5 Vertical momentum (level three)?
197C4 4.6 Vertical momentum (level four?)

Wario-Man

File Offset Default Description
Chomp?
18938 20
1893C 70
18940 120.0
18944 0.5
18948 4.0
1894C 5.0
18950 0.5
18954 6.0
18958 2.0
1895C 15
File Offset Default Description
Unknown
18A20 0.3
18A24 1.5
18A28 60.0
18A2C 30.0
18A30 1.5
18A34 2.8
18A38 180
File Offset Default Description
Bike
18BF8 5.0 Initial speed (ground)?
18BFC 5.0 Initial speed (air)?
18C00 1.5 Aerial Inital Jump Height
18C04 5.0 Grounded top speed
18C08 0.05 Grounded Air Resistance
18C0C 3.0 Grounded Acceleration
18C10 5.0 Aerial top speed
18C14 0.01 Aerial Air Resistance
18C18 0.5
18C1C 0.1
18C20 1.5 Aerial Max Fallspeed
18C24 30
18C28 2.0 Damage Growth Constant (Equation is roughly something like Speed (in Units) x this = damage output. At fullspeed with this set to 100, the hitbox did 699%-744%)
18C2C 0.8
18C30 0.05
18C34 0.07
18C38 5.0
18C3C 0.5
18C40 1.0
18C44 2.0 Aerial Rotation Speed
18C48 2.3
18C4C 0.15
18C50 4.0
18C54 80.0
18C58 6.0
18C5C 3.0
18C60 0.5
18C64 3.0
18C68 10
18C6C 4
18C70 0.3
18C74 10 Falling chance on turn (i.e. one in this chance)
18C78 10 See above, but for higher speed?
18C7C 0.015
18C80 0.2
18C84 0
18C88 0.3
18C8C 0.8
18C90 0.2
18C94 0
18C98 0
18C9C 3.0
18CA0 -2.0
18CA4 0
18CA8 2.0
18CAC -2.0
18CB0 4.5
18CB4 -0.0 (0x80000000)
18CB8 2
18CBC 9
18CC0 0
18CC4 5.0
18CC8 5.0
18CCC 0
18CD0 5.0
18CD4 5.0
18CD8 5.5
18CDC -0.0 (0x80000000)
18CE0 1
18CE4 9
18D00 6.5
18D04 -0.0 (0x80000000)
18D08 0
18D0C 17
File Offset Default Description
Corkscrew
18F10 1.0
18F14 0.0
18F18 0.0
18F1C 0.3
18F20 60.0
18F24 0.15
18F28 -0.9
File Offset Default Description
Wario Waft
19540 110 Seconds to fully charge
19544 1 Seconds to reach charge level one
19548 5 Seconds to reach charge level two
1954C 2.0 Charge level one damage multiplier (at the point just before level two begins)
19550 1.5 Charge level two damage multiplier (at the point just before level three begins)
19554 2.3 Vertical momentum (level two)?
19558 3.3 Vertical momentum (level three)?
1955C 4.6 Vertical momentum (level four?)

Wolf

File Offset Default Description
Laser
19220 7.0 X offset grounded laser
19224 1.2 Y offset grounded laser
19228 7.0 X offset aerial laser
1922C 1.2 Y offset aerial laser
19230 0 Angle laser is fired at (degrees)
19234 2.6 Laser speed
19238 20 Landling lag?
1923C 35  ??
19240 3.0 Laser length
19244 11.25 Laser lengthening time? (higher = slower)
File Offset Default Description
SideB
19650 13  ?? (read on startup)
19654 1.5  ?? (read on startup)
19658 0.05 Horizontal momentum preservation? (lower = more)
1965C 0.01666666 Vertical momentum on aerial startup?
19660 2.5
19664 0.15
19668 2.3
1966C 0.07
19670 5
19674 0.08
19678 0.4
1967C 25
19680 3
19684 3
File Offset Default Description
UpB
19DB4 1.5  ?? (read on startup)
19DB8 0.01  ?? (read on aerial startup)
19DBC 0.02 Vertical momentum on aerial startup
19DC0 0.125 Something with input?
19DC4 0.5 Default angle no input? (radians)
19DC8 22 How many frames before you stay in place during upB kick?
19DCC 15 Frame count for something? (read on travel)
19DD0 16 Travel distance (frames)
19DD4 4.0 Travel speed (affects distance)
19DD8 0.55 Momentum preservation at end of upB
19DDC 0.16  ?? (read at end of upB)
19DE0 20.0 Something to do with angle when hitting ground?
19DE4 0.4 How far you go when hitting ground angled
19DE8 0.65 Special fall aerial mobility
19DEC 36 Landing lag (frames)
File Offset Default Description
Reflector
19F78 18
19F7C 0 Frames before 19F84 takes effect
19F80 2.0 Momentum preservation (lower = more momentum preserved)
19F84 0.13 Aerial momentum downward (applies to startup and holding)
19F88 8
19F8C 50.0 Break threshold?
19F90 0 Reflection bubble X pos?
19F94 6.5 Reflection bubble Y pos?
19F98 0 Reflection bubble Z pos?
19F9C 8.5 Reflection bubble size?
19FA0 1.3 Reflected projectile damage multiplier
19FA4 1.8 Reflected projectile speed multiplier
19FA8 0.5
19FAC 0 Like Fox, a list of five 45-degree angles.
19FB0 45.0
19FB4 90.0
19FB8 135.0
19FBC 180.0
File Offset Default Description
Landmaster
1A0D0 5.0
1A0D4 10
1A0D8 0.13
1A0DC 1.8
1A0E0 0.01
1A0E4 0.2
1A0E8 1.8
1A0EC 0.13
1A0F0 0.08
1A0F4 5.0
1A0F8 12
1A0FC 0.5
1A100 0.6
1A104 0.5
1A108 0
1A10C 13.0
1A110 12.0
1A114 40.0
1A118 0.6
1A11C 2.0
1A120 2.0
1A124 1.0
1A128 180
1A12C 5
1A130 150.0 Health?
1A134 1.0
1A138 1.0
1A13C 2.0
1A140 1.2
1A144 0.26
1A148 12
1A14C 1.8
1A150 0.002
1A154 0.2
1A158 1.6
1A15C 0.06
1A160 2.5
1A164 0.8
1A168 1.5
1A16C 1.8
1A170 1.25
1A174 0.3
1A178 1.0
1A17C 0.5
1A180 0.4
1A184 3.0
1A188 0.1
1A18C 4.0
1A190 5.0
1A194 20.0
1A198 1.0
1A19C 2.0

Yoshi

File Offset Default Description
Egg Roll (?)
16D20 360 Max number of frames you can be in egg before exiting automatically
16D24 30 Minimum number of frames to be in egg before exiting with B
16D28 40  ?? (Not read on sideB)
16D2C -0.2  ?? (Not read on sideB)
16D30 0 startup horizontal momentum
16D34 1.5 startup vertical momentum
16D38 5.0 Read on Rolling?
16D3C 1.5 rolling momentum when you land for the first time
16D40 1.2  ?? (read on aerial startup)
16D44 0.13 gravity
16D48 2.1 bounciness when hitting ground
16D4C 0.08 base rolling momentum?
16D50 0.07 rolling momentum multiplier?
16D54 2.8 something with rolling momentum?
16D58 3.8 something with rolling momentum?
16D5C 0.08
16D60 0.06
16D64 0.5
16D68 1.6 air acceleration?
16D6C 5.0
16D70 5.0
16D74 0.5
16D78 4.0
16D7C 8
16D80 3.0
16D84 0.5
16D88 1.7
16D8C 0.66 bounce velocity multiplier?
16D90 1.0
16D94 1.3
16D98 1.5 Used in damage formula?
16D9C 3.0
16DA0 3.0
16DA4 2.0
16DA8 0.7 ending air acceleration?
16DAC 0.5 Vertical multiplier on exit
16DB0 1.1
16DB4 32
16DB8 0.2 ending horizontal speed?
16DBC 0.78539818 (45 degrees)
16DC0 30.0 something to do with "freefall"?
File Offset Default Description
Egg Toss
16E28 1.8 Upward momentum of throwing
16E2C 0.07 Downward momentum of throwing
16E30 1.29 Momentum preserved after throwing
16E34 0.84 Upward momentum after throwing 2+ times in air
16E38 5.0 Number of times Yoshi hops from Egg Toss in the air until landing
16E3C 0.8 affects angle of thrown egg backward and forward? (radians)
16E40 0.55850535 affects angle of thrown egg backward and forward? (32 degrees)
16E44 0.06981316 affects angle of thrown egg backward and forward? (4 degrees)
16E48 1.01229095 angle of throwing (58 degrees affects all throws)
16E4C 1.25 Vertical launch speed multiplier
16E50 0.09 Horizontal launch speed multiplier
16E54 5.0 Egg X offset on toss
16E58 18.0 Egg Y offset on toss
16E5C -1.5 Egg air friction?
16E60 -2.1 base egg spin?
16E64 42 How long until it explodes (frames)
16E68 20 How long explosion exists in frames? (at 0 it didn't have sfx on explode)
16E6C 100.0 Spinning?
16E70 0.07 Egg vertical gravity
16E74 2.5 Egg horizontal gravity
File Offset Default Description
Ground Pound
171C0 -5.0 Descent speed?
171C4 8.0
171C8 1.0
171CC 0.8 Horizontal movement of stars?
171D0 -0.02 Stars gravity?
171D4 0.48
171D8 1.0
171DC 0.03
File Offset Default Description
Super Dragon (?)
17428 0.3
1742C 0.09
17430 2.4
17434 0.017
17438 0.09
1743C 1.5
17440 0.013
17444 0.02
17448 0.15
1744C 2.5
17450 0.5
17454 140.0
17458 6.0
1745C 345.0
17460 60.0
17464 10.0
17468 5.0
1746C 0
17470 60.0
17474 0
17478 5.0
1747C 0
17480 30.0
17484 17.0
17488 60.0
1748C 180.0
17508 6.0
1750C 0.2
17510 15.0
175A8 5.0
175AC 70.0
File Offset Default Description
Flutter Jump?
177B8 12 Number of frames to turn around during Double Jump
177BC 0.3 Joystick sensitivity to turn around during Double Jump
177C0 120.0 Knockback resistance
File Offset Default Description
Standing Grab
1F688 0 Animation frame set. Upon successfully grabbing, the grab animation is set to this frame to show Yoshi pulling his foe in. The frame to switch to depends on the frame Yoshi grabbed his foe. By default, a successful grab on the first frame of the grab sets the animation frame to 46 (tongue just returning to Yoshi's mouth) and a successful grab on the last frame of the grab, where Yoshi's tongue is extended to its max distance, sets the animation to frame 29, where Yoshi's tongue is just starting to return to his mouth from max distance.
1F68C 46.0
1F690 44.0
1F694 42.0
1F698 40.0
1F69C 38.0
1F6A0 36.0
1F6A4 34.0
1F6A8 33.0
1F6AC 32.0
1F6B0 31.0
1F6B4 29.0
1F6B8 16.0 Starting frame for the table above- equal to the starting frame of Yoshi's standing grab hitbox.
1F6BC 26.0 Ending frame for the table above- equal to the ending frame of Yoshi's standing grab hitbox minus one.
File Offset Default Description
Dash Grab
1F6C4 35.0 Animation frame set. Upon successfully grabbing, the grab animation is set to this frame to show Yoshi pulling his foe in. The frame to switch to depends on the frame Yoshi grabbed his foe. By default, a successful grab on the first frame of the grab sets the animation frame to 34 (tongue just returning to Yoshi's mouth) and a successful grab on the last frame of the grab, where Yoshi's tongue is extended to its max distance, sets the animation to frame 22, where Yoshi's tongue is just starting to return to his mouth from max distance.
1F6C8 34.0
1F6CC 32.0
1F6D0 30.0
1F6D4 29.0
1F6D8 28.0
1F6DC 27.0
1F6E0 26.0
1F6E4 25.0
1F6E8 24.0
1F6EC 23.0
1F6F0 22.0
1F6F4 10.0 Starting frame for the table above- equal to the starting frame of Yoshi's dash grab hitbox.
1F6F8 21.0 Ending frame for the table above- equal to the ending frame of Yoshi's dash grab hitbox minus one.
File Offset Default Description
Pivot Grab
1F700 0 Animation frame set. Upon successfully grabbing, the grab animation is set to this frame to show Yoshi pulling his foe in. The frame to switch to depends on the frame Yoshi grabbed his foe. By default, a successful grab on the first frame of the grab sets the animation frame to 26 (tongue just returning to Yoshi's mouth) and a successful grab on the last frame of the grab, where Yoshi's tongue is extended to its max distance, sets the animation to frame 20, where Yoshi's tongue is just starting to return to his mouth from max distance.
1F704 26.0
1F708 26.0
1F70C 25.0
1F710 25.0
1F714 24.0
1F718 24.0
1F71C 23.0
1F720 22.0
1F724 21.0
1F728 21.0
1F72C 20.0
1F730 9.0 Starting frame for the table above- equal to the starting frame of Yoshi's pivot grab hitbox.
1F734 19.0 Ending frame for the table above- equal to the ending frame of Yoshi's dash grab hitbox minus one.

Zelda

File Offset Default Description
Nayru's Love
16970 1.0
16974 4
16978 2.0 Horizontal momentum preservation (less = more)
1697C 0.02666666 Vertical momentum
16980 10
16984 50.0 Break threshold?
16988 0 Reflection bubble X pos?
1698C 0 Reflection bubble Y pos?
16990 0 Reflection bubble Z pos?
16994 9.4 Reflection bubble size?
16998 1.2 Reflected projectile damage multiplier
1699C 1.2 Reflected projectile speed multiplier
169A0 0.5
File Offset Default Description
Din's Fire
16A44 10 Frame you start falling
16A48 10  ?? (read on startup)
16A4C 9.0 X offset
16A50 -0.8 Y offset
16A54 0.019 Falling gravity
16A58 24.0  ?? (read when releasing B)
16A5C 0  ?? (not read)
16A60 60.0 Max Travel Distance in frames
16A64 60.0 Frames where damage grows with distance
16A68 1.0 Initial hit+GFX size
16A6C 1.9 Terminal hit+GFX size
16A70 0 Firing angle
16A74 0.5 Initial speed
16A78 0.06 Acceleration
16A7C 7.0  ?? (read during startup)
16A80 0.5  ?? (higher than 1.0 you can't maneuver up/down)
16A84 0.02617993 Up/Down maneuverability
16A88 1.39626336 Maximum curve projectile can angle (high numbers allow reversing direction)
16A8C 7.0 Detonation Timer
16AA0 16777216 (0x01000000)
16AA4 2.0  ?? (read on article generation)
16AA8 -2.0  ?? (read on article generation)
16AAC 2.0  ?? (read on article generation)
16AB0 60.0  ?? (read on explosion)
16AB4 1.0 Initial Hitbox size multiplier
16AB8 1.9 Terminal Hitbox size multiplier
16ABC 7.0 Initial damage
16AC0 0.15 Damage growth rate
File Offset Default Description
Farore's Wind
16E80 1.5 horizontal momentum preservation (smaller = higher)
16E84 3.0 vertical momentum preservation (smaller = higher)
16E88 0.03 Vertical momentum preservation
16E8C 0.75 Something with momentum preservation?
16E90 20 Travel distance (in frames)
16E94 3.0
16E98 0.5
16E9C 2.2
16EA0 2.0
16EA4 0.6
16EA8 45
16EAC 0.2
16EB0 0.8
16EB4 30.0
File Offset Default Description
Transform?
16F38 2.0
16F3C 2.0
16F40 0.04
16F44 0.75
File Offset Default Description
Light Arrow?
171F0 50.0
171F4 38.0
171F8 5.0
171FC 1.3
17200 0.6
17204 60.0
17208 0.75
1720C 0
17210 0
17214 30
17218 10.0
1721C 0.75
17220 0
17224 70

Zero Suit Samus

File Offset Default Description
Paralyzer
16F18 3.0 X offset
16F1C 1.5 Y offset
16F20 1.75
16F24 2.0
16F28 30.0
16F2C 60.0
16F30 2.1
16F34 1.5
16F38 24 Uncharged lifetime
16F3C 45 Charged lifetime
File Offset Default Description
Plasma Whip
17468 0.5
File Offset Default Description
Flip Jump
17A6C 0.5
17A70 3  ?? (read on starting frame)
17A74 1.8 Starting frame horizontal momentum multiplier
17A78 2.5 Starting frame vertical momentum
17A7C 0.5 Flip Jump kick stick turn sensitivity
17A80 0  ?? (read on starting frame)
17A84 -2.0  ?? (read on starting frame)
17A88 14.0  ?? (read on starting frame)
17A8C 10.0  ?? (read on starting frame)
File Offset Default Description
Unknown
17D6C-17FF0 Rather interesting-looking sequence with a few different patterns
18D64 70.0
18D68 20.0
18D6C 4.0