[+] Spoiler 03000000 30000000 07000000 00000000 07000000 0F000000 0F000000 0F000000 0F000000 05000000 0F000000 4D616761 74616D61 57000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 01000000 01000000 00000000 01000000 FFFFFFFF 0A000000

Further analysis:ATI files are the hitbox interactions and are referenced in the animation CAC files with this reference cmd010000009900000002000000000000000500000005000000680000002E000000it's easier to space it out in groups of 8, like this01000000 99000000 02000000 00000000 05000000 05000000 68000000 2E00000001000000 99000000 = 01 99 is the header, this is atkinfo reference68000000 2E000000 = the final portion of the code, 68 = ati reference, 2E = type of hitbox used which references in the collision file (still unsure how to read collision files)ATI files are responsible for a lot of things such as how the enemy interacts with the hitbox on hit, do they enter a crumple state? do they go into a wall bounce? how high do they bounce when being hit? does the move force a reset? etc. However this ATI file can also add in special cancels, hyper cancels, jump cancels and is also responsible for the number of hits a move can do. It can also tell a hitbox to drain meter, drain health or even send someone into stun (think phoenix wright).Using anotaks tools, you can easily create new moves with new ATI details, by using the duplicate function, you can copy over an existing move onto a new slot at the very bottom. Simply replace the index number up top accordingly, so if your last known ID is 68, you should see X duplicate below that, you will want to change that index to 69, from there you can reference the animation CAC file with a new ati reference. So change the above 68 to a 69 like this:01000000 99000000 02000000 00000000 05000000 05000000 69000000 2E000000and it will reference a new type of attack.Shot files are very similar but the animation code is larger, it handles more information, example4D61676174616D6157 is actually a text converted into hex, we can use a converter to get this MagatamaW which is Cold Star L projectile. There's also a similar ati thing going on here, as Shot files also has it's own ATI reference within the shot folder. So MagatamaW.Shot will also have MagatamaW.ATI, it's the last 3 hex codes that reference this, so using the above code again:01000000 FFFFFFFF 0A000000the 01 (3rd to last hex string) is the ATI reference, and within that MagatamaW.ATI there is, indeed only one ID and that's 01. However, some shot ati files have multiple ID references inside, such as Storms Lightning Storm and Iron Mans Proton Cannon. You can also duplicate an ID and change it's index to 2 then change the above code to:02000000 FFFFFFFF 0A000000and you will have a new projectile reference which you can alter the ATI for new properties.