Tina 46F+P as an air throw
*********************************************************************************
TINA AIR THROW
*********************************************************************************
46F+P C: 11 00 03 00 23 00 04 00 00 00 00 00
Air Throw C: 05 00 02 00 1F 00 04 00 00 00 00 00
46F+P Inputs:
38 01 22 80 02 40 02 19 00 03 06
38 01 22 40 04 01 00 0A 35 03 06 (Running)
Air Throw Inputs:
4C 01 22 0A 27 29 64 00 03 06
4C 01 22 09 27 2A 29 64 00 03 06
46F+P AnimProperties:
C2 00 01 00 02 00 0A 00
01 00 12 00 21 00 04 00 0A 00 00 00
01 00 13 00 51 00 02 00 01 00 15 00 05 00
01 00 1F 00 51 00 02 00
01 00 26 00 0A 00 00 00
01 00 2D 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
Air Throw AnimProperties:
00 01 01 00 02 00 0A 00
01 00 06 00 21 00 04 00 51 00 01 00
01 00 08 00 05 00
01 00 1E 00 2A 00 01 00
01 00 24 00 51 00 01 00 45 00 00 00 0A 00 FF FF
Throw "Block":
5A 01 5A 01 = vs Front
BA 01 BA 01 = vs Back
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = vs Air
Making 46F+P an air throw would require: New group of input offsets *and* the input definitions themselves. Not sure she has space.
*********************************************************************************
HITOMI PARRY
*********************************************************************************
(Animation B700 = Punch Parry Anim (Not in DOA3))
Animation 8A00 = DOA1 Parry Anim
9001 = High P parry, user
9101 = High P parry, target
9401 = Mid P parry, user
9501 = Mid P parry, target
Move slot 06A0 is a DOA1 parry? [DOESN'T WORK]
Input:C300
Move slot 06B0 is a DOA1 Throw Miss
Input:C500
Move slot 0408 is a functional parry, use this [WORKS]
Input:7000
Try these slots for high punch parry anims
0C90 - Ein's Wall High P Hold user
0C98 - Ein's Wall High P Hold target
Inputs:8101 and 8201
Try these slots for mid punch parry anims
0CF0 - Ein's Wall Low K Hold user
0CF8 - Ein's Wall Low K Hold target
Inputs:8D01 and 8E01
Hitomi's high P parry does 20 damage, leaves her +7
Hitomi's mid P parry does 5+15 damage, leaves her +7
Leifang's Parry Animation Properties (w/ Hitomi's 8A00 animation)
89 00 01 00 02 00 0A 00 21 00 23 00 03 00 04 21 42 00 02 00
01 00 05 00 42 00 00 00
01 00 13 00 05 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
Gen Fu's Parry Animation
A7 00 01 00 02 00 0A 00 21 00 1D 00 03 00 0C 17 42 00 05 00
01 00 17 00 05 00 2A 00
01 00 45 00 00 00 0F 00 FF FF
DOAD Parry Animation Properties
89 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 04 21 42 00 05 00 01 00 04 00
01 00 13 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
DOA4 Parry Properties
B7 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 10 11 42 00 05 00 01 00 04 00
01 00 17 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
DOA3++ Parry
89 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 04 21 42 00 05 00 01 00 04 00
01 00 13 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
Overwrites Ryu 6P AnimProperty (B602, 02 B6 00 00)
Create 49H inputs for the Parry (using Leifang's inputs)
70 00 22 80 03 60 09 10 00 01 02
70 00 22 80 02 60 02 10 00 01 02
70 00 22 80 03 60 02 10 00 01 02
70 00 22 80 03 36 00 12 60 02 19 00 01 02
*Hold Success sound is/has to be on the user anim
7978
A30=>B82D0100
90 01 01 00 02 00 0A 00 2E 00 02 00 01 00
01 00 19 00 03 00 14 00 45 00 00 00 0A 00 47 00 02 00 FF FF
73 00 22 80 03 60 09 10 00 01 02 @ 912D0100
73 00 22 80 02 60 02 10 00 01 02 @ 9C2D0100
73 00 22 80 03 60 02 10 00 01 02 @ A72D0100
73 00 22 80 03 36 00 12 60 02 19 00 01 02 @ B52D0100
*Import DOA4 punch parry animation (raise arm)
AnimDef# B3=>8A
AnimProperty offset: 7560:A010=>B602
Offset 2741: Damage (20)
Leaves Hitomi +10
Hitomi f offsets 202D0100
in-stun: 3B3C:202D0100 => 98 39 00 00
*********************************************************************************
HITOMI 3PP
*********************************************************************************
DOA3 3P
00 00 11 01 01 00 02 00 0A 00 22 00 2C 00 2D 00 04 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00
01 00 17 00 05 00 1B 00 0A 00 00 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOAD 3P
00 00 11 01 01 00 02 00 0A 00 22 00 69 00 2D 00 60 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 62 00
01 00 14 00 21 00 02 00 1A 00 0A 00 00 00
01 00 16 00 39 00
01 00 17 00 05 00 1B 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ 3P
00 00 11 01 01 00 02 00 0A 00 22 00 2C 00 2D 00 04 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00 0A 00 00 00
01 00 16 00 39 00
01 00 17 00 05 00 1B 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
3P from -8 to -11 on block because of added string
----- ----- ----- ----- -----
DOA3 66PP
1E 00 00 00 71 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 2E 00 02 00 01 00 22 00 2C 00 2D 00 08 00
01 00 12 00 03 00 14 00 03 00 06 21 42 00 05 00
01 00 18 00 21 00 02 00 1A 00 51 00 03 00 35 00 02 00
01 00 1A 00 05 00 1B 00 0A 00 00 00 39 00
01 00 31 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOAD 4PP
1E 00 00 00 5D 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 02 00 01 00 03 00 22 00 66 00 2D 00 60 00
01 00 0A 00 03 00 29 10 42 00 04 00
01 00 0F 00 03 00 3F 00 51 00 02 00 35 00 03 00
01 00 10 00 21 00 03 00 1A 00
01 00 12 00 05 00 1B 00 39 00
01 00 26 00 4C 00 02 00 02 00 03 00
01 00 29 00 51 00 00 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ 4PP (Removed combo-link 39 00)
1E 00 00 00 5D 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 02 00 01 00 03 00 22 00 2C 00 2D 00 08 00
01 00 0A 00 03 00 06 21 42 00 04 00
01 00 0F 00 03 00 14 00 51 00 02 00 35 00 03 00
01 00 10 00 21 00 03 00 1A 00
01 00 12 00 05 00 1B 00
01 00 26 00 4C 00 02 00 02 00 03 00
01 00 29 00 51 00 00 00 45 00 00 00 0A 00 47 00 02 00 FF FF
----- ----- ----- ----- -----
6PP input: 3D01 22 F300 12 64 00 0202 F300 13 / E5320000
New 3PP input: 9E00 22 8B00 12 64 00 0202 8B00 13 @ EC2D0100
Punch String Offset List, 3BA4:98390000 => F02D0100
*********************************************************************************
RYU 46P
*********************************************************************************
DOAD Ryu 46P AnimProperties
00 00 62 00 01 00 02 00 0A 00 4C 00 02 00 04 00 03 00 22 00 1A 00 2D 00 60 00
01 00 03 00 03 00 14 10
01 00 0A 00 03 00 04 00 1F 00 03 00 0C 00 01 00
01 00 14 00 0C 00 00 00
01 00 17 00 1F 00 00 00 51 00 02 00
01 00 19 00 51 00 02 00 0A 00 00 00
01 00 1B 00 03 00 62 00
01 00 1C 00 21 00 04 00 1A 00
01 00 1E 00 05 00 1B 00
01 00 32 00 51 00 00 00
01 00 36 00 45 00 00 00 0A 00 47 00 02 00 FF FF
Sounds:
22 00 1A 00 => 22 00 0B 00
2D 00 60 00 => 2D 00 04 00
03 00 14 10 => 03 00 04 13
03 00 04 00 => 03 00 1F 00
1F 00 03 00 0C 00 01 00 = Not a sound
03 00 62 00 => 03 00 14 00
DOA3++ 46P
00 00 2B 00 01 00 02 00 0A 00 4C 00 02 00 04 00 03 00 22 00 07 00 2D 00 4E 00 01 00 03 00 03 00 0D 13 01 00 0A 00 03 00 1F 00 1F 00 03 00 0C 00 01 00 01 00 14 00 0C 00 00 00 01 00 17 00 1F 00 00 00 51 00 02 00 01 00 19 00 51 00 02 00 0A 00 00 00 01 00 1B 00 03 00 14 00 01 00 1C 00 21 00 04 00 1A 00 01 00 1E 00 05 00 1B 00 01 00 32 00 51 00 00 00 01 00 36 00 45 00 00 00 0A 00 47 00 02 00 FF FF
Input Group Offset: 4970:60460000=>C0310100
Ein 46P input: F000 22 00 04 80 02 40 02 14 00 0202
New 46P input: A200 22 00 04 80 02 40 02 14 00 0202 @ 2E320100
66P input addresses:
4E2E0000
5D2E0000
692E0000
752E0000
812E0000
6P:
EF2D0000
F82D0000
Standing NH: Sitdown
Standing CH: Sitdown
Crouching NH: Sitdown
Crouching CH: Sitdown
BT: Knockdown
Block: Overhead Block
Air: Long Knockback
*********************************************************************************
Ryu 7P
*********************************************************************************
Hayate 4P inputs
0201 22 00 04 02 00 80 09 06 00 0202 / 2D330000
0201 22 80 04 01 00 0202 / 36330000
Hayate 44P inputs
3E01 22 80 09 00 04 0A 00 80 09 06 00 0202 / D6350000
3E01 22 80 09 00 04 19 00 80 0B 01 00 0202 / E5350000
Is in the order of D6350000, 2D330000, E5350000, 36330000
Hayabusa 4P inputs
0101 22 00 04 02 00 80 09 06 00 0202 / AF2D0000
0101 22 80 04 01 00 02 0202 / B82D0000
Hayabusa new 44P inputs
A400 22 80 09 00 04 0A 00 80 09 06 00 0202 @ D1320100=>
A400 22 80 09 00 04 19 00 80 0B 01 00 0202 @ E0320100=>
2U inputs for reference
4P
FE00 1F 00 04 02 00 80 09 06 00 0202
FE00 1F 80 04 01 00 0202
44P
F100 22 80 09 00 04 0A 00 80 09 06 00 0202
F100 22 80 09 00 04 19 00 80 0B 01 00 0202
F100 1F 80 04 01 00 04 2C 0202
2E320100 => 3A320100 => 36320100
31320100 => 3D320100 => 39320100
FC 45 00 00
4F 34 00 00 (5701)
2B 34 00 00 (5401)
-----
DOA2U 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
1E 00 03 00 1E 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOAD 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
03 00 34 00
01 00 03 00 03 00 0A 10 42 00 05 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 13 00 1F 00 03 00 0C 00 01 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
1E 00 03 00 1E 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF
*********************************************************************************
AYANE 6PK/PP6PK
*********************************************************************************
D4 C0 00 00
818C = Anim#2301
DOA3 BT 2K
3D 00 01 00 02 00 0A 00 22 00 03 00 2D 00 2B 00 2A 00 01 00
01 00 08 00 28 00 B4 00 2B 00
01 00 0B 00 27 00 B4 00 03 00 18 00
01 00 10 00 21 00 06 00 1A 00
01 00 13 00 05 00 1B 00
01 00 1D 00 2A 00 01 00 0A 00 00 00
01 00 27 00 51 00 02 00 45 00 B4 00 0F 00 FF FF
DOA3 Unused String BT 2K (Anim DF)
1E 00 00 00 3D 00 01 00 02 00 0A 00 32 00 B4 00 22 00 03 00 2D 00 2B 00 2A 00 01 00
01 00 08 00 28 00 B4 00 2B 00
01 00 0B 00 27 00 B4 00 03 00 18 00
01 00 10 00 21 00 06 00 1A 00
01 00 13 00 05 00 1B 00
01 00 1D 00 2A 00 01 00 0A 00 00 00 FF FF
DOAD 6PK
1E 00 00 00 15 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 28 00 B4 00 22 00 36 00 2D 00 37 00
01 00 0B 00 28 00 B4 00
01 00 0E 00 03 00 3B 10 42 00 05 00 03 00 62 00 03 00 64 00
01 00 12 00 21 00 0E 00 1A 00
01 00 15 00 05 00 1B 00
01 00 2B 00 51 00 00 00 0A 00 00 00
01 00 31 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ 6PK
1E 00 00 00 15 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 28 00 B4 00 22 00 03 00 2D 00 2B 00
01 00 0B 00 28 00 B4 00
01 00 0E 00 03 00 06 1A 42 00 05 00 03 00 14 00 03 00 56 00
01 00 12 00 21 00 0E 00 1A 00
01 00 15 00 05 00 1B 00
01 00 2B 00 51 00 00 00 0A 00 00 00
01 00 31 00 45 00 00 00 0A 00 47 00 02 00 FF FF
Sounds
03 00 3B 10 => 03 00 06 1A
03 00 62 00 => 03 00 14 00
03 00 64 00 => 03 00 56 00
Ein PP6PK input:
FE 00 22 11 01 12 64 00 04 02 11 01 13
FE 00 22 31 01 12 64 00 04 02 31 01 13
Ayane 6PK input: 9F00 22 1101 12 64 00 0402 1101 13
Offset 53390100
Ayane PP6PK input: 9F00 22 2C01 12 64 00 0402 2C01 13
Offset 60390100
Kick-String Offset List @ 3C90 => 64390100
*********************************************************************************
AYANE BT 4K
*********************************************************************************
DOAD BT 4K
00 00 35 00 01 00 02 00 0A 00
27 00 B4 00 22 00 AC 00 2D 00 A6 00
01 00 09 00 51 00 01 00
01 00 11 00 03 00 38 00 03 00 39 00
01 00 12 00 03 00 10 10 42 00 05 00
01 00 13 00 21 00 06 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2D 00 0A 00 00 00 51 00 01 00
01 00 2F 00 45 00 00 00 0A 00 FF FF
Sounds
22 00 AC 00 = 22 00 0C 00
2D 00 A6 00 = 2D 00 25 00
03 00 38 00 = 03 00 18 00
03 00 39 00 = 03 00 19 00
03 00 10 10 = 03 00 07 1A
DOA3++ BT 4K
00 00 35 00 01 00 02 00 0A 00
27 00 B4 00 22 00 0C 00 2D 00 25 00
01 00 09 00 51 00 01 00
01 00 11 00 03 00 18 00 03 00 19 00
01 00 12 00 03 00 07 1A 42 00 05 00
01 00 13 00 21 00 06 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2D 00 0A 00 00 00 51 00 01 00
01 00 2F 00 45 00 00 00 0A 00 FF FF
BT 8K input: 4201 22 20 03 06 00 0402 / 1D2E0000
4201 22 3800 12 06 00 0402 19 3800 13 / 2B2E0000
BT 7K input: 4301 22 60 02 06 00 04 02 / 342E0000
4301 22 3800 12 80 02 06 00 0402 19 3800 13 / 2E440000
4301 22 3800 12 A0 02 06 00 0402 19 3800 13 / 542E0000
4301 22 40 04 01 00 0A 34 0402 / 7B350000
(3800 = BT Jump)
4K input: 5301 22 00 04 02 00 80 09 06 00 0402 / B8300000
5301 22 80 04 01 00 0402 / C1300000
BT inputs offset group: 3DA4:38390000=>903C0000
New BT 4K input A200 22 00 04 02 00 80 09 06 00 0402 @ 523A0100
A200 22 80 04 01 00 0402 @ 5B3A0100
NH LiftStun
CH Launch
BT Launch
Crouch Lift
CrouchCH Launch
BTCrouch Launch
Air Flip
20 damage
-11 on block
18(3)26
*********************************************************************************
LEIFANG 2_PP and P3P2K
*********************************************************************************
DOA3 BT 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 00 00 2D 00 04 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 14 00 1A 00 21 00 03 00 01 00 11 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 00 00 45 00 B4 00 0A 00 FF FF
DOAD BT 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 66 00 2D 00 60 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 62 00 1A 00 21 00 03 00 01 00 11 00 39 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 02 00 45 00 B4 00 0A 00 FF FF
DOA3++ 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 00 00 2D 00 04 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 14 00 1A 00 21 00 03 00 01 00 11 00 39 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 00 00 45 00 B4 00 0A 00 FF FF
----- ----- ----- ----- -----
DOA3 P3P
1E 00 00 00 72 00 01 00 02 00 0A 00 3B 00 01 00 25 00 04 00 22 00 00 00 2D 00 04 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 08 00 03 00 14 00 03 00 0B 12 42 00 05 00
01 00 0C 00 21 00 02 00 1A 00
01 00 0F 00 05 00 1B 00 0A 00 00 00
01 00 12 00 39 00
01 00 1F 00 2A 00 01 00 45 00 00 00 0F 00 FF FF
DOAD BT 2_PP
1E 00 00 00 C0 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 0B 00 0A 00 00 00
01 00 0C 00 03 00 62 00 03 00 22 10 42 00 05 00
01 00 0D 00 21 00 02 00 1A 00
01 00 10 00 05 00 1B 00
01 00 12 00 39 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 FF FF
DOA3++ 2_PP
1E 00 00 00 C0 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 00 00 2D 00 04 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 0B 00 0A 00 00 00
01 00 0C 00 03 00 14 00 03 00 0B 12 42 00 05 00
01 00 0D 00 21 00 02 00 1A 00
01 00 10 00 05 00 1B 00
01 00 12 00 39 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 FF FF
Pointer 7400:FA890000 => Dummied out (DOA1 Win)
Pointer 7484:08930000 => FA 89 00 00 (BT Jump P)
Leifang PP inputs:
1201 22 8A00 12 64 00 0202 8A00 13
1201 22 8B00 12 64 00 0202 8B00 13
1201 22 9000 12 64 00 0202 9000 13 / 2D2E0000
1201 22 9A00 12 64 00 0202 9A00 13
New Leifang BT 2_PP input:
9E00 22 9200 12 64 00 0202 9200 13 @ 00260100
13(3)21 = 0D 00 03 00 15 00 04 00 00 00 00 00
Additional inputs:
------------------
PP2K: 1901 22 1201 12 64 00 10 05 0402 1201 13 / 852d0000
1901 22 1201 12 10 03 64 00 0402 1201 13 / 942D0000
New P3P2K: 1901 22 1A01 12 64 00 10 05 0402 1A01 13 @ 12260100
1901 22 1A01 12 10 03 64 00 0402 1A01 13 @ 21260100
New BT 2_PP2K: 1901 22 9E00 12 64 00 10 05 0402 9E00 13 @ 30260100
1901 22 9E00 12 10 03 64 00 0402 9E00 13 @ 3F260100
P3PP: 1B01 22 1A01 12 64 00 0202 1A01 13 / C12D0000
New BT 2_PPP: 1B01 22 9E00 12 64 00 0202 9E00 13 @ 4C260100
P3PP+K: 2D01 22 1A01 12 64 00 0606 1A01 13 / 4f2f0000
2D01 22 1A01 12 64 00 0A 32 0202 1A01 13 / f6300000
New BT 2_PPP+K: 2D01 22 9E00 12 64 00 0606 9E00 13 @ 59260100
2D01 22 9E00 12 64 00 0A 32 0202 9E00 13 @ 68260100
P String Offset List: 20380000 => 6C260100 (Includes both P's and K's it seems)
P+K string offset list1: A8380000 => FC260100
P+K string offset list2: 94370000 => 14270100
*********************************************************************************
TINA 3KP and 3PP
*********************************************************************************
DOA3 3P
00 00 C4 00 01 00 02 00 0A 00 22 00 00 00 2D 00 27 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 14 00
01 00 12 00 21 00 02 00 1A 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF
DOAD 3P
00 00 C4 00 01 00 02 00 0A 00 22 00 67 00 2D 00 61 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 62 00
01 00 12 00 21 00 02 00 1A 00
01 00 14 00 39 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF
*DOA3++ 3P*
00 00 C4 00 01 00 02 00 0A 00 22 00 00 00 2D 00 27 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 14 00
01 00 12 00 21 00 02 00 1A 00
01 00 14 00 39 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF
----- ----- ----- ----- -----
DOA3 PPK
Looks like it's already set up for follow-ups, even though it has none
----- ----- ----- ----- -----
DOAD 3PP
1E 00 00 00 0E 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 01 00 01 00 03 00 22 00 68 00 2D 00 60 00
01 00 07 00 51 00 01 00
01 00 10 00 51 00 01 00
01 00 12 00 03 00 12 10 42 00 05 00
01 00 14 00 03 00 62 00
01 00 15 00 21 00 03 00 1A 00
01 00 18 00 05 00 1B 00
01 00 1D 00 09 00
01 00 2B 00 45 00 00 00 0A 00 47 00 01 00 FF FF
*DOA3++ 3PP*
1E 00 00 00 B4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 01 00 01 00 03 00 22 00 2A 00 2D 00 04 00
01 00 07 00 51 00 01 00
01 00 10 00 51 00 01 00
01 00 12 00 03 00 02 15 42 00 05 00
01 00 14 00 03 00 14 00
01 00 15 00 21 00 03 00 1A 00
01 00 18 00 05 00 1B 00
01 00 1D 00 09 00
01 00 2B 00 45 00 00 00 0A 00 47 00 01 00 FF FF
----- ----- ----- ----- -----
DOAD 3KP, ver. 1 (PPKP)
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 64 00 03 00 0F 10 42 00 05 00
01 00 1C 00 0A 00 00 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
DOAD 3KP, ver. 2 (BT PPKP?)
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00 *33 00* Flips
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 64 00 03 00 0F 10 42 00 05 00
01 00 1C 00 0A 00 00 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
*DOA3++ 3KP*
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 00 00 2D 00 04 00
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 56 00 03 00 02 15 42 00 05 00
01 00 1C 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF
Removed 0A 00 00 00 because it caused stance switch
----- ----- ----- ----- -----
Sounds:
22 00 66 00 = 22 00 00 00
22 00 68 00 = 22 00 2A 00
2D 00 60 00 = 2D 00 04 00
03 00 12 10 = 03 00 02 15
03 00 0F 10 = 03 00 02 15
03 00 62 00 = 03 00 14 00
03 00 64 00 = 03 00 56 00
Inputs:
6PP: 0301 22 0201 12 64 00 0202 0201 13 / EF330000
3_PP: 0A01 22 0901 12 64 00 0202 0901 13 / 34340000
6KP: 0B01 22 0601 12 64 00 0202 0601 13 / 41340000
3KK: 1501 22 8E00 12 64 00 0402 8E00 13 / 97340000
Ayane 3PP 1501 22 8B00 12 64 00 0202 8B00 13
New 3PP input: A200 22 8B00 12 64 00 0202 8B00 13 @ 08300100
New 3KP input: A300 22 8E00 12 64 00 0202 8E00 13 @ 15300100
New PPKP input: A300 22 0001 12 64 00 0202 0001 13 @ -
Punch String Group: 4218:E0400000 => 1C300100
(Kick String Group: 421C:20410000 => ) Wait, both moves are punches, no need for this one
3PP 3KP
NH StomachStun StomachStun
CH StomachStun StomachStun
CrNH StomachStun StomachStun
CrCH StomachStun StomachStun
BT Limbo-ish Mid BackStun
crBT Limbo-ish Mid BackStun
Air FarFall FarFall
Block 4 Mid 5 HeavyMid
Damage 24 23
Frames 20(3)20 30(2)16
*********************************************************************************
KASUMI P6P (P+K) P+KK / P6PK
*********************************************************************************
DOA3 P+K
B9 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 07 10 42 00 05 00
01 00 0B 00 03 00 14 00 03 00 56 00
01 00 0F 00 21 00 04 00 1A 00
01 00 11 00 05 00 1B 00
01 00 21 00 4C 00 02 00 00 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOAD P+K
B9 00 01 00 02 00 0A 00 22 00 66 00 2D 00 60 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 0B 10 42 00 05 00
01 00 0B 00 03 00 62 00 03 00 64 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 04 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 15 00 3A 00
01 00 16 00 0A 00 00 00
01 00 21 00 4C 00 02 00 02 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++
B9 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 07 10 42 00 05 00
01 00 0B 00 03 00 14 00 03 00 56 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 04 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 15 00 3A 00
01 00 16 00 0A 00 00 00
01 00 21 00 4C 00 02 00 02 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF
7B04:B4B20000 => 79330100
----- ----- ----- ----- -----
DOA3++ P6P/8P6P
1E 00 00 00 46 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 00 00 04 00 03 00 4C 00 01 00 02 00 03 00 22 00 00 00 2D 00 04 00
01 00 0C 00 03 00 14 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 02 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 14 00 4C 00 00 00 02 00 05 00 3A 00
01 00 15 00 0A 00 00 00
01 00 26 00 51 00 00 00
01 00 2D 00 45 00 00 00 0A 00 47 00 02 00 FF FF
anim#CE = 7B58:7Cb90000 => D4BF0000
DOA3++ 4P6P/BT P6P (Flipped, gives stance consistency)
1E 00 00 00 46 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 00 00 04 00 03 00 4C 00 01 00 02 00 03 00 22 00 00 00 2D 00 04 00 33 00
01 00 0C 00 03 00 14 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 02 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 14 00 4C 00 00 00 02 00 05 00 3A 00
01 00 15 00 0A 00 00 00
01 00 26 00 51 00 00 00
01 00 2D 00 45 00 00 00 0A 00 47 00 02 00 FF FF
anim#2601 = 7CB8:C28E0000 => CE350100 => D2350100
----- ----- ----- ----- -----
DOAD P+KK
1E 00 00 00 3F 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00
01 00 16 00 03 00 09 10 42 00 04 00 03 00 38 00 03 00 39 00
01 00 1A 00 10 00
01 00 1D 00 21 00 05 00 1A 00
01 00 20 00 05 00 1B 00
01 00 24 00 51 00 01 00
01 00 37 00 0A 00 00 00
01 00 3E 00 45 00 00 00 0A 00 47 00 01 00 FF FF
DOA3++ P+KK
1E 00 00 00 3F 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 05 00
01 00 16 00 03 00 08 10 42 00 04 00 03 00 18 00 03 00 19 00
01 00 1A 00 10 00
01 00 1D 00 21 00 05 00 1A 00
01 00 20 00 05 00 1B 00
01 00 24 00 51 00 01 00
01 00 37 00 0A 00 00 00
01 00 3E 00 45 00 00 00 0A 00 47 00 01 00 FF FF
anim#CF = 7B5C
AB90000 => B4B20000
Sounds
22 00 3E 00 = 22 00 03 00
2D 00 36 00 = 2D 00 05 00
03 00 09 10 = 03 00 08 10
03 00 38 00 = 03 00 18 00
03 00 39 00 = 03 00 19 00
----- ----- ----- ----- -----
Inputs:
PP: FB00 22 8A00 12 64 00 02 02 8A00 13 - P / 8B2E0000
FB00 22 9000 12 64 00 02 02 9000 13 - Bt P / 39300000
FB00 22 9800 12 64 00 02 02 9800 13 - 8P / 53300000
FB00 22 3901 12 64 00 02 02 3901 13 - 4P / 6D300000
PP6P: 0D01 22 FB00 12 40 09 64 00 0202 FB00 13 / B42E0000
0D01 22 FB00 12 64 00 40 04 0202 FB00 13 / C32E0000
0D01 22 FB00 12 64 00 0A 32 0A 06 FB00 13*?
66PK: 3A01 22 0301 12 64 00 0402 0301 13 / 37320000
New P6P input: A200 22 8A00 12 40 09 64 00 0202 8A00 13 @ 0A340100 => 0A340100
A200 22 8A00 12 64 00 40 04 0202 8A00 13 @ 18340100 => 1A340100
Bt P6P input: A200 22 9000 12 40 09 64 00 0202 9000 13 @ 26340100 => 29340100
A200 22 9000 12 64 00 40 04 0202 9000 13 @ 34340100 => 38340100
8P6P input: A200 22 9800 12 40 09 64 00 0202 9800 13 @ 42340100 => 47340100
A200 22 9800 12 64 00 40 04 0202 9800 13 @ 50340100 => 56340100
4P6P input: A300 22 3901 12 40 09 64 00 0202 3901 13 @ 5e340100 => 65340100
A300 22 3901 12 64 00 40 04 0202 3901 13 @ 6C340100 => 74340100
New P6PK input: 1401 22 A200 12 64 00 0402 A200 13 @ 86340100 => 8E340100
New 4P6PK input:1401 22 A300 12 64 00 0402 A300 13 @ 5E360100 => 62360100
New P+KK input: 1401 22 0501 12 64 00 0402 0501 13 @ 79340100 => 81340100
Kick String Offset Group: 3CD0:FC3A0000 => 94340100
Punch String Offset Group: 3CCC:C83A0000 => FC3A0000
PK (No stance issues, even after Bt PK)
1E 00 00 00 36 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 2B 00 01 00 09 00 03 00 18 00 01 00 0D 00 21 00 05 00 1A 00 01 00 0F 00 05 00 1B 00 39 00 01 00 1D 00 2A 00 01 00 01 00 22 00 3A 00 01 00 26 00 51 00 02 00 45 00 00 00 0F 00 FF FF
1E 00 00 00 36 00 01 00 02 00 0A 00 3B 00 03 00 25 00 04 00 22 00 03 00 2D 00 2B 00 01 00 09 00 03 00 18 00 01 00 0D 00 21 00 05 00 1A 00 01 00 0F 00 05 00 1B 00 39 00 01 00 1D 00 2A 00 01 00 01 00 22 00 3A 00 01 00 26 00 51 00 02 00 45 00 00 00 0F 00 FF FF
*********************************************************************************
Kasumi 7P
*********************************************************************************
DOA3
00 00 60 00 01 00 37 00 0B 00
4C 00 02 00 04 00 05 00
01 00 08 00 03 00 4F 00
01 00 0C 00 1F 00 03 00 0C 00 01 00
01 00 14 00 1F 00 02 00
01 00 1C 00 1F 00 03 00
01 00 22 00 0C 00 00 00 4C 00 02 00 00 00 0A 00
01 00 25 00 1F 00 00 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
DOAD
00 00 60 00 01 00 02 00 0A 00
4C 00 02 00 04 00 05 00
01 00 05 00 03 00 04 00
01 00 07 00 1F 00 03 00 0C 00 01 00
01 00 0B 00 1F 00 02 00
01 00 15 00 1F 00 03 00
01 00 1D 00 0C 00 00 00 4C 00 02 00 02 00 0A 00 1F 00 00 00 51 00 02 00 2A 00 01 00
01 00 1E 00 09 00
01 00 27 00 45 00 00 00 0A 00 FF FF
DOA3++
00 00 60 00 01 00 02 00 0A 00
4C 00 02 00 04 00 05 00
01 00 05 00 03 00 1F 00
01 00 07 00 1F 00 03 00 0C 00 01 00
01 00 0B 00 1F 00 02 00
01 00 15 00 1F 00 03 00
01 00 1D 00 0C 00 00 00 4C 00 02 00 02 00 0A 00 1F 00 00 00 51 00 02 00 2A 00 01 00
01 00 27 00 45 00 00 00 0A 00 FF FF
03 00 04 00 = 03 00 1F 00 (Might want to stick to 4F?)
*********************************************************************************
ZACK 6K2K
*********************************************************************************
DOA3 PP6P2K/3KKKK2K
1E 00 00 00 8D 00 01 00 02 00 0A 00 3B 00 04 00 25 00 05 00 22 00 03 00 2D 00 05 00 4C 00 02 00 01 00 06 00
01 00 10 00 03 00 0E 11 42 00 04 00
01 00 12 00 03 00 18 00
01 00 16 00 21 00 05 00 1A 00
01 00 19 00 05 00 1B 00
01 00 1A 00 0A 00 00 00 42 00 04 00
01 00 2E 00 51 00 01 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
DOAD 6K2K
1E 00 00 00 52 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00
01 00 12 00 03 00 76 10 42 00 05 00
01 00 15 00 03 00 38 00 0A 00 00 00
01 00 16 00 21 00 06 00 1A 00
01 00 19 00 05 00 1B 00
01 00 2E 00 51 00 02 00
01 00 34 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ 6K2K
1E 00 00 00 52 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 05 00
01 00 12 00 03 00 0E 11 42 00 05 00
01 00 15 00 03 00 18 00 0A 00 00 00
01 00 16 00 21 00 06 00 1A 00
01 00 19 00 05 00 1B 00
01 00 2E 00 51 00 02 00
01 00 34 00 45 00 00 00 0A 00 47 00 02 00 FF FF
22(3)28
PP6P2K Input: 4B01 22 0B01 12 64 00 10 05 0402 0B01 13 / 33340000
4B01 22 2101 12 64 00 10 05 0402 2101 13 / 42340000
PPKKK2K Input: 4601 22 2E01 14 11 01 64 00 10 05 0402 / D4330000
4601 22 2601 14 11 01 64 00 10 05 0402 / FE330000
New 6K2K Input: 8F01 22 0101 12 64 00 10 05 0402 0101 13 @ C8330100
KickString offset list, 3CF8:603B0000 => CC330100
PP6P2K had a unique hitbox despite being identical to 2F+K/PPKKK2K/etc., so i switched it to those and used it's hitbox for 6K2K, which needed a unique hitbox for stance detection
*********************************************************************************
BAYMAN 6PPK/6P6PK
*********************************************************************************
DOAD Bayman 6PPK/6P6PK
1E 00 00 00 36 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00 01 00 07 00 0A 00 00 00 01 00 0F 00 03 00 4A 10 42 00 05 00 01 00 18 00 03 00 39 00 01 00 1A 00 21 00 05 00 1A 00 01 00 1D 00 05 00 1B 00 01 00 31 00 51 00 02 00 01 00 39 00 45 00 00 00 0A 00 47 00 01 00 FF FF
DOA3 KK/PKK
1E 00 00 00 D9 00 01 00 02 00 0A 00 22 00 0B 00 2D 00 05 00 3B 00 02 00 25 00 04 00 0A 00 00 00 2A 00 01 00 01 00 03 00 2B 00 01 00 0D 00 03 00 09 1E 42 00 05 00 01 00 12 00 03 00 18 00 01 00 14 00 1A 00 21 00 05 00 01 00 17 00 05 00 1B 00 01 00 2B 00 51 00 02 00 2A 00 01 00 45 00 00 00 0F 00 FF FF
1E 00 00 00 D9 00 01 00 02 00 0A 00 22 00 0B 00 2D 00 05 00 3B 00 02 00 25 00 04 00 0A 00 00 00 2A 00 01 00 01 00 03 00 2B 00 01 00 0D 00 03 00 09 1E 42 00 05 00 01 00 12 00 03 00 18 00 01 00 14 00 1A 00 21 00 05 00 01 00 17 00 05 00 1B 00 01 00 2B 00 51 00 02 00 2A 00 01 00 45 00 00 00 0F 00 FF FF
^(Has 2 identical offsets, one can be used for DOAD 6P6PK)^
7E08:42B20000 anim#C0
7E6C:F8B90000 anim#D9
Just use BT Land P, anim#CE
DOA3++ 6P6PK
1E 00 00 00 36 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 0B 00 2D 00 05 00 01 00 07 00 0A 00 00 00 01 00 0F 00 03 00 09 1E 42 00 05 00 01 00 18 00 03 00 18 00 01 00 1A 00 21 00 05 00 1A 00 01 00 1D 00 05 00 1B 00 01 00 31 00 51 00 02 00 01 00 39 00 45 00 00 00 0A 00 47 00 01 00 FF FF
-
6P6PP input: 3201 22 3101 12 64 00 0202 3101 13 / 39340000
P6PK input: 0801 22 0201 12 64 00 0402 0201 13 / 72320000
6PPK input: 0101 22 0001 12 64 00 0402 0001 13 / 54320000
P6P2K: 0F01 22 0201 12 10 03 64 00 0402 0201 13 / FA320000
4P2K: 1A01 22 1001 12 10 05 64 00 0402 1001 13 / 6A330000
New 6P6PK input: A200 22 3101 12 64 00 0402 3101 13 @ 00380100
New 6PPK input: A200 22 0001 12 64 00 0402 0001 13 @ 54320000
New 6PP2K input: 0101 22 0001 12 10 03 64 00 0402 0001 13 @ 0F380100
String K offset group, 4014:3C3F0000 => 14380100
*********************************************************************************
HAYATE 1PP/PP2PP
*********************************************************************************
DOA3 236P
00 00 E1 00 01 00 02 00 0A 00 22 00 04 00 2D 00 2F 00 4C 00 01 00 01 00 0A 00
01 00 09 00 51 00 02 00
01 00 0D 00 03 00 06 22 42 00 05 00
01 00 10 00 03 00 14 00
01 00 13 00 21 00 03 00 1A 00
01 00 15 00 05 00 1B 00 01 00 1E 00 4C 00 02 00 00 00 28 00 2A 00 01 00 01 00 30 00 51 00 02 00 45 00 00 00 0A 00 FF FF
DOAD 1PP/PP1PP
1E 00 00 00 35 01 01 00 02 00 0A 00 3B 00 06 00 25 00 04 00 22 00 0A 00 2D 00 35 00 4C 00 00 00 01 00 0A 00
01 00 08 00 03 00 1E 10 42 00 04 00
01 00 0A 00 0A 00 00 00
01 00 0B 00 51 00 01 00
01 00 11 00 03 00 65 00
01 00 14 00 21 00 02 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2A 00 0A 00 00 00
01 00 30 00 51 00 01 00
01 00 32 00 45 00 00 00 0A 00 FF FF
DOA3++ 1PP
1E 00 00 00 35 01 01 00 02 00 0A 00 3B 00 06 00 25 00 04 00 22 00 04 00 2D 00 2F 00 4C 00 00 00 01 00 0A 00
01 00 08 00 03 00 06 22 42 00 04 00
01 00 0A 00 0A 00 00 00
01 00 0B 00 51 00 01 00
01 00 11 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2A 00 0A 00 00 00
01 00 30 00 51 00 01 00
01 00 32 00 45 00 00 00 0A 00 FF FF
PP2KP 1001 22 0C01 12 64 00 0202 0C01 13 / 24360000
1001 22 4701 12 64 00 0202 4701 13 / 79380000
44PP 3F01 22 3E01 12 64 00 0202 3E01 13 / 91370000
PP2P 4601 22 FC00 12 64 00 10 05 0202 FC00 13 / 21380000
4601 22 FC00 12 10 03 64 00 0202 FC00 13 / 30380000
New 1PP Input: 2301 22 0401 12 64 00 0202 0401 13 @ D3450100
New PP2PP: 2301 22 4601 12 64 00 0202 4601 13 @ E0450100
Punch String Offsets, 40F0:903F0000 => E8450100
*********************************************************************************
LEON 1P import
*********************************************************************************
DOA3 Bayman 1P
B6 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 2C 00 2D 00 04 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 12 00 0A 00 00 00 03 00 04 1E
01 00 13 00 03 00 55 00
01 00 15 00 03 00 14 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00 39 00
01 00 30 00 4C 00 02 00 00 00 05 00 45 00 00 00 0A 00 FF FF
DOAD Leon 1P
B7 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 69 00 2D 00 60 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 10 00 03 00 09 10 42 00 04 00
01 00 12 00 0A 00 00 00
01 00 13 00 03 00 62 00
01 00 15 00 03 00 62 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00 39 00
01 00 30 00 4C 00 02 00 02 00 05 00 45 00 00 00 0A 00 FF FF
DOA3++ 1P
B7 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 2C 00 2D 00 04 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 10 00 03 00 11 16 42 00 04 00
01 00 12 00 0A 00 00 00
01 00 13 00 03 00 55 00
01 00 15 00 03 00 14 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00
01 00 30 00 4C 00 02 00 02 00 05 00 45 00 00 00 0A 00 FF FF
Bayman 1P input: 2301 22 90 09 06 00 0202 / 4D310000
2301 22 90 0B 01 00 0202 / 56310000
2301 22 90 02 06 00 0202 / 5F310000
2301 22 10 05 01 00 0A 32 0202 / 6C340000
Leon 4P input E72C0000
F02C0000
Leon 6P input 212D0000
2A2D0000
Leon 1P input A300 22 90 09 06 00 0202 @ EF1A0100
A300 22 90 0B 01 00 0202 @ F81A0100
A300 22 90 02 06 00 0202 @ 011B0100
A300 22 10 05 01 00 0A 32 0202 @ 0C1B0100
P offset group, 3C20:A0390000 => 101B0100
*********************************************************************************
CHRISTIE 8P+K.K / 2P+K.K strings
*********************************************************************************
8P+K.K is PP2K
2P+K.K is BT Land K made to be a flipped PP2K
9P(Looking for stance switch)
00 00 46 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 0C 00 03 00 14 00 03 00 00 1F 42 00 05 00
01 00 0F 00 21 00 02 00 1A 00
01 00 12 00 05 00 1B 00 0A 00 00 00
01 00 28 00 2A 00 01 00 51 00 02 00 45 00 00 00 0A 00 47 00 02 00 FF FF
-----------------------------------------------
DOA3 8P+K.P (BD, A8A4)
1E 00 00 00 A4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 08 00 33 00 22 00 0C 00 2D 00 25 00 01 00 12 00 03 00 14 00 03 00 56 00 03 00 05 1F 42 00 04 00 01 00 14 00 21 00 04 00 1A 00 01 00 17 00 05 00 1B 00 39 00 01 00 1E 00 2A 00 01 00 01 00 2D 00 51 00 02 00 45 00 00 00 0A 00 FF FF
DOA3 2P+K.P (BE, A902)
1E 00 00 00 A4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 08 00 33 00 22 00 0C 00 2D 00 25 00 01 00 12 00 03 00 15 00 03 00 05 1F 42 00 04 00 01 00 14 00 21 00 04 00 1A 00 01 00 17 00 05 00 1B 00 39 00 01 00 1E 00 2A 00 01 00 01 00 2D 00 51 00 02 00 45 00 00 00 0A 00 FF FF
-----------------------------------------------
DOA3 PP2K (75)
1E 00 00 00 75 00 01 00 02 00 0A 00 3B 00 02 00 25 00 05 00 22 00 03 00 2D 00 05 00 10 00
01 00 06 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 22 00 3A 00
01 00 23 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
DOA3 Land K (CF)@AE46=>
1E 00 00 00 E1 00 01 00 02 00 0A 00 22 00 03 00 2D 00 05 00 10 00 51 00 02 00 01 00 05 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 23 00 3A 00
01 00 24 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
-----------------------------------------------------------
DOA3++ 2P+K.K (CF)AE46=>1108A (D1)@AF12
1E 00 00 00 75 00 01 00 02 00 0A 00 3B 00 02 00 25 00 05 00 *0A 00 00 00 33 00* 22 00 03 00 2D 00 05 00 10 00
01 00 06 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 22 00 3A 00
01 00 23 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
*This is the part the "flips" the animation and has her en in correct open/closed stance*
offset 46 AE 00 00 to
offset 8A100100
-----------------------------------------------------------
8P+K.P input 4301 22 F300 12 05 01 64 00 0202 F300 13 / A4310000
4301 22 F300 12 05 01 64 00 0606 F300 13 (P+K) / B3310000
2P+K.P input 4401 22 F400 12 05 01 64 00 0202 F400 13 / C2310000
4401 22 F400 12 05 01 64 00 0606 F400 13 (F+K) / D1310000
New 8P+K.K 0701 22 F300 12 05 01 64 00 0402 F300 13 @ 02100100 => 02110100
New 2P+K.K A300 22 F400 12 05 01 64 00 0402 F400 13 @ 11110100
P+K String offset group, 3A54
0360000 => 14110100
PP2KK 3901 22 0701 12 64 00 0402 0701 13 / 7B310000
PP2K6K 0801 22 0701 12 64 00 40 04 0402 0701 13 / 872F0000
0801 22 0701 12 40 02 64 00 0402 0701 13 / 962F0000
0801 22 0701 12 64 00 0A 34 0C06 0701 13 (F+K)
PP2_KK 0901 22 0701 12 64 00 10 05 0402 0701 13 / A52F0000
0901 22 0701 12 10 03 64 00 0402 0701 13 / B42F0000
New 2P+K.KK 3901 22 A300 12 64 00 0402 A300 13 @ E6110100 => EA110100
New 2P+K.K6K 0801 22 A300 12 64 00 40 04 0402 A300 13 @ F5110100 => F9110100
0801 22 A300 12 40 02 64 00 0402 A300 13 @ 04120100 => 08120100
New 2P+K.K2K 0901 22 A300 12 64 00 10 05 0402 A300 13 @ 13120100 => 17120100
0901 22 A300 12 10 110100
*********************************************************************************
Helena Bokuho F+P
*********************************************************************************
DOAD Bokuho F+P User
00 00 DC 01 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 00 1B 10 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOAD Bokuho F+P Target
00 00 DD 01 01 00 02 00 0A 00 14 00 01 00 4C 00 02 00 00 00 03 00 28 00 B4 00 4C 00 02 00 00 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 B5 00
01 00 4D 00 4F 00 20 00 00 00
01 00 4E 00 1F 00 01 00 06 00 12 00
01 00 60 00 52 00 01 00 01 00 62 00 4D 00 2E 00 14 00 FF FF
DOA4 Bokuho F+P User
00 00 01 DC 00 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 10 1E 00 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA4 Bokuho F+P Target
DD 01 01 00 02 00 0A 00 14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 B5 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 06 00 12 00
01 00 52 00 02 00 35 00 02 00 1C 00 89 00 00 00 05 00 20 00 02 00 0E 00
01 00 60 00 52 00 01 00 01 00 62 00 4D 00 2E 00 14 00 FF FF
-----
DOA3 Bass F+P Target
00 00 23 02 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 4C 00 02 00 0A 00 04 00
01 00 0A 00 14 00 01 00
01 00 2E 00 1F 00 03 00
01 00 32 00 03 00 1C 00 20 00 3D 00
01 00 37 00 4E 00
01 00 77 00 4F 00
01 00 78 00 1F 00 01 00 35 00 01 00 0E 00 06 00 52 00 01 00
01 00 7E 00 1C 00
01 00 7F 00 4D 00 2E 00 0F 00
01 00 86 00 52 00 02 00 35 00 04 00 FF FF
Hayate 41236F+P target
00 00 F1 01 01 00 02 00 0A 00
12 00 01 00 28 00 B4 00 4C 00 02 00 0A 00 04 00
01 00 0A 00 14 00 01 00
01 00 2E 00 1F 00 03 00 20 00 3D 00
01 00 2F 00 03 00 05 00 0E 00
01 00 32 00 03 00 1C 00
01 00 3D 00 4E 00
01 00 72 00 4F 00
01 00 73 00 1F 00 01 00 06 00 0E 00 35 00 01 00 52 00 01 00 01 00 78 00
01 00 83 00 4D 00 2E 00 0F 00
01 00 8A 00 1C 00 52 00 02 00 35 00 04 00 FF FF
Hayabusa 41236F+P target
00 00 C7 01 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 20 00 41 00 4C 00 02 00 0A 00 04 00
01 00 2F 00 14 00 01 00 1F 00 03 00 0E 00 03 00 2C 00
01 00 40 00 4E 00 01 00 69 00
01 00 74 00 4F 00
01 00 76 00 1F 00 01 00 0E 00 0C 00 00 00 52 00 03 00 13 00 06 00
01 00 80 00 1C 00
01 00 86 00 4D 00 2E 00 0F 00 FF FF
Gen Fu 236F+P target
00 00 A3 01 01 00 02 00 0A 00 28 00 B4 00 12 00 01 00 20 00 41 00 4C 00 02 00 0A 00 04 00 01 00 14 00 14 00 01 00 01 00 1A 00 03 00 07 00 0E 00 01 00 1E 00 1F 00 03 00 01 00 22 00 4E 00 01 00 61 00 4F 00 01 00 63 00 0E 00 52 00 03 00 1C 00 1F 00 01 00 13 00 06 00 01 00 66 00 4D 00 2E 00 0F 00 FF FF
-----
DOA3++ Bkh Throw User (anim#5F01 @ 80A4
D2E)
00 00 DC 01 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 00 03 1C 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF
DOA3++ Bkh Throw Target (Anim#6301 @ 80B4:1341E)
00 00 DD 01 01 00 02 00 0A 00
14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 *06 00 12 00* <-- Crash/Fixed
01 00 52 00 02 00 35 00 02 00 1C 00 *89 00 00 00 05 00 20 00 02 00 0E 00* <- Crash/Fixed
01 00 60 00 52 00 01 00
01 00 62 00 4D 00 2E 00 14 00 FF FF
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Bokuho Throw Damage: #8
Bokuho Throw Move-Slot-List: 2620 <-- Bokuho F+P
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New test
00 00 DD 01 01 00 02 00 0A 00
14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00 0A 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 06 00 0E 00
01 00 52 00 02 00 35 00 01 00 1C 00
01 00 60 00 52 00 01 00
01 00 62 00 4D 00 2E 00 14 00 FF FF
03 00 AD 00 = Launch Sound
03 00 1C 00 = Falling Sound
52 00 xx 00 = Landing, Sound + Cam Shake
0E 00 = Damage
Bass-Based
00 00 DD 01 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 4C 00 02 00 0A 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 4E 00 0E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 0E 00 06 00 52 00 02 00
01 00 52 00 1C 00 35 00 01 00
01 00 60 00 0F 00 52 00 01 00
01 00 62 00 4D 00 2E 00 FF FF
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5F 01 00 04 *06* 00 00 00
17 = 0 @ 27ED
16 = 15+15 @ 27EA <- 2F+P.F+P
15 = 20+20 @ 27E7 <- 2F+P
14 = 30+40 @ 27E4
13 = 20+38 @ 27E1
12 = 20+20 @ 27DE
11 = 20+50 @ 27DB
10 = 30+40 @ 27D8
0F = 20+20+30 @ 27D4
0E = 20+23 @ 27D1
0D = 58 @ 27CF
0C = 0 @ 27CD
0B = 40+30 @ 27CA
0A = 20+20 <-- 214F+P @ 27C6
09 = 28+30 @ 27C3 <- F+P vs BT
08 = 62 <-- 1F+P @ 27C1
07 = 45 <-- 4F+P @ 27BF
*06 = 20+35 <-- @ 27BC*
05 = 15+33 damage <-- 6F+P / High K Hold @ 27B9
04 = 62 <-- 236F+P @ 27B7
03 = 10+10+20 <-- F+P @ 27B3
02 = 20+35 <-- F+P vs BT @ 27B0
01 = 0 @ 27CD
00 = 30? @ 27CB