This is frame data for the whole cast and various useful hitbox data. If you play this game competitively and do so using a character, this should be highly relevant to you. I should clarify what Thinkaman (who wouldn't publicly admit it but apparently just 12 hour marathoned this) has in this data:



It will say for aerials that state transition works very specifically like this. It will say state transition is allowed on some early frame. If you land before that frame, you get the pre-aerial auto-cancel (landing lag is NOT the default state, auto-cancel is!). You'll then see the state transition is no longer allowed starting on some other frame. From that frame onward, you will auto-cancel when you land with the normal post-hit auto-cancel. The way this flag is set has some major implications for at least one edge case (some aerials, like Ganon fair, are known to have IASA before auto-cancel, but if you use it to use a second aerial in that jump right before you land, you don't get the pre-hit auto-cancel window on the second move since the flag just remains set), but that's a major technical fine point that will come up very rarely.



For jabs the state transition means that's when you can chain to the next jab. For grab pummels it means you can pummel again (or throw). For MK's ftilt and (Toon) Link's fsmash, it means you can chain to the next part of the move. Its applications in special moves and other exotic states are not documented at this time.



This was a late find by me, but "unknown substate 106" on every character is ledge attack. "unknown substate 0DB" and "unknown substate 0E5" are get-up attack and get-up from trip attack, but I do not know which is which (on DK and Bowser at least, they seem identical unlike Brawl). These are not super important moves, but they are universal, well known moves.



If you reference the original files from Dantarion, it's usually easy to see multi-hits vs sourspots if you already know the hitbox properties but that's not practical for a script that reaches to all 51 characters. We will hopefully figure out how the game flags what is allowed to multi-hit versus what is a late sourspot (or early sourspot in odd cass like Doc's nair) soon; this was known in Brawl, but 4's internals are still pretty murky. Likewise, I can tell from reading the file manually which hitboxes on Robin are Levin Sword vs Bronze Sword and have a general idea how it works, but automating it is tricky and for now just Levin Sword hitbox properties are represented.



If you main Olimar, sorry; this isn't very useful. We need to figure out projectiles before we can do anything involving pikmin... which is most of your moveset. At least you have jab/tilts/nair/dash attack! Villager and Mega Man likewise are missing some significant stuff due to relying so much on projectile moves, but at lesat the Villager forum has comprehensive frame data already.



The file rosetta_tico is Luma. If anyone can tell which state is which Luma move in any way at all, that would be helpful. I main Rosalina and I find it very hard to sort through, but in a vague way, Luma *is* included! I am, however, not sure if Luma has a universal lag on starting up moves after you press the button (so it attacks slightly after Rosalina instead of starting stuff up at the same time); it seems likely, and that would be super relevant information for interpreting Luma's frame data. Rosie army, ideas?



And that's what I have for now; if anyone has any specific questions, I can probably answer.