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Guide to Moveset Editing

A Tutorial for Super Smash Bros. (Wii U)

This tutorial is for editing movesets for characters to have different properties. This includes Knockback growth, angle, Base knockback, hitlag, and many more options for any move.

First thing you want to do is dump your copy of Smash Bros. using this guide: http://pastebin.com/SXTRkHUt

Next. download Sm4shexplorer to extract the necessary files for modifying the game. Open Sm4shexplorer and select your dump of Smash 4. Go to /data/fighter/ and select any character. For this tutorial, I'll be doing Mario. 



Right click and extract both the motion and script files. 

Download Sm4shcommand (I use the night build) for editing the scripting for the characters. Go to File > Open > Fighter. Go to the extract folder located in the same location as your Sm4shFileExplorer.exe, continue further to \extract\data\fighter[fighter]\script\animcmd\body and select the folder.



When you open the "ACMD" folder in the workspace, you'll see a bunch of undecipherable code. To make this understandable, you need to go to Parse Animations. This is located in Tools > Parse Animations in the Night build. Then go to the "motions" folder and click select folder. Now a lot of the entries should be fixed. 



Here's how most of the important moves are categorized, special thanks to GosuCab for helping me with this! 



Most regular moves have their hitbox data stored in the game.bin tab,  but I'm going to be editing a taunt, which typically doesn't have a game.bin tab. Taunts are entered as "Appeal" in the program (so AppealHi is up taunt). 

I'm going to be making the up taunt slow down all other fighters in the game. I'm going to use the expression.bin tab.



We're going to have to edit AppealHiR and AppealHiL so it applies to both facing right and left. 
I got the command for slowing down from this video

"The command is unk_37ED7029 for all you smash hackers. First parameter is how many frames it takes for the opponent to complete what would normally be 1 frame (i.e. reciprocal of the speed multiplier). Second parameter is the number of frames the effect is active for."

So: unk_37ED7029(unknown=10, unknown=60)   will make every other fighter move 10 times slower for 60 frames (1 second). It will automatically convert these to hex format, so it will be saved as unk_37ED7029(unknown=0xA, unknown=0x3C). Enter the command into the code in any desired location (the location will determine when it activates, so for me it will start on Frame 11)



Apply this to AppealHiL as well, close the tabs to apply the changes, and save the file. I like to save these in a separate file to keep track of the changes. Drop the changes from the saved folder to the appropriate fighter in Sm4shexplorer and build the mod. Once the mod is loaded, Up-taunt should slow all other fighters by 10 times for 600 frames. 

Other useful info:

MAKE SURE TO CLOSE THE TABS AFTER EDITING TO APPLY THE CHANGES. IF YOU DON'T CLOSE THE TABS, THE CHANGES WON'T SAVE. 

I know this is counter-intuitive, but it's simply how it is. 

Synchronous_Timer waits until a specified number of frames have passed to continue.
Asynchronous_Timer waits until a specified frame is reached.

So Synchronous_Timer(Frames=5) will wait five frames until running that segment of the code, while Asynchronous_Timer(Frames=5) will wait until frame 5 is reached to run the code.

The customs for special moves are entered as the specialmove_C2 (for the second variant) and _C3 (for the third variant)

Set_Frame_Duration(Speed=0.5) will double the speed of the frames. This can be used to make complete moves faster or the ending lag specifically. Lower numbers are faster, higher numbers are slower. 1 is the default speed.

The angle for auto-linking moves (like Mario's up-b, Fox's forward air, etc.) is 365 (among others).

THERE IS CURRENTLY NO WAY TO DIRECTLY EDIT ANY ANIMATIONS.

But you can swap animations among fighters.

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  • Is it possible to make a timed witch time and make it passively charge like wario's down b?
    Trash can
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  • Is there a way to find out what the other unk commands do? I've done some research but I couldn't find anything.
    Bananite
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  • I'm sorry, but since the youtube video doesn't work anymore, what would be the "unk" code for other status effects?
    Bananite
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  • I'm trying to change pika's f-smash into a multi-hit move. Anyone know what exactly I need to do with the hitboxes?
    Bananite
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  • I'm doing the tutorial, but when I have to extract the "motion" and "script" folders, I don't know where to locate them! Can someone please help?
    Cool Bananer
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  • Sven Cakemann avatar
    Sven Cakemann Joined 8y ago
    Catch you later
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    2y
    So, I saved a mod that was uploaded here once and want to tinker with it/reproduce it for another character but am having some difficulties.

    The mod was one that put some of Fox's custom moves onto a specific costume slot, and no others. (Wolf's moves on the "Wolf" costume) and I want to play around with Falco in a similar way, and maybe expand on the slots allowed for those moves so I can have 
    "Wolf" again in a way to the Olimar/Alph relationship. I read somewhere that this is done with an if statement but I cannot for the life of me find where it is, and the original mod has been taken down, so I don't know who to ask about it.
    • Cookie x 1
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  • how do I add multi-hit to Lucas Psi Magnet or is that not possible please let me know as soon as possible 

    Bananite
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  • Ghost1580762 avatar
    Ghost1580762 Joined 3y ago
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    3y
    I seem to be having an issue. I am able to edit the files and such, but when I save the files, they do not apply. I reopen the files again using the program and it's as if they were not edited at all. I made sure to close the tabs after I saved each file, but still no luck.

    In particular, I am trying to edit Bayonetta to slow time with up taunt.
    URL to post:
  • If I want to edit pikachu's grab to have near infinite range, where is his grab in the workspace and what number do i change? also, if I want to make his upthrow kill instantly at 0%, what number would I change in ThrowHi (up throw)?
    Bananite
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  • Is there anyway of adding a hitbox to a taunt?

    I was thinking in something like that:

    Cap. Falcon Down Taunts then everyone is frozen and meteor'ed

    If this sounds stupid, I'm sorry I just want to break the game balance.
    Bananite
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