| Name | Value | Description | comment |
|---|---|---|---|
| 0 | 11 | Buffering input window | |
| 1 | 0.18 | Walk sensitivity | |
| 2 | 0.5 | ||
| 3 | 2 | ||
| 4 | 5 | ||
| 5 | 0.1 | ||
| 6 | 0.25 | Turn sensitivity | |
| 7 | 0.83 | Dash, pivot and F-smash sensitivity | |
| 8 | 2 | Unknown | |
| 9 | 5 | Dash > Item toss window | |
| 10 | 5 | Unknown | |
| 11 | 6 | Dash > Turn window | |
| 12 | 15 | ||
| 13 | 0.67 | Dash Exit Momentum Multiplier | related to perfect pivot, jump cancelling item toss and etc |
| 14 | 0.625 | Run Sensitivity | |
| 15 | 0.4 | ||
| 16 | 1 | ||
| 17 | 0.25 | ||
| 18 | 5 | Frames | |
| 19 | 0.05 | ||
| 20 | 0.375 | ||
| 21 | 2 | Added in 1.0.4 | |
| 22 | 10 | Turn > F-tilt, F-smash, Side-B and Item toss window | |
| 23 | 5 | Frames | |
| 24 | 8 | Frames | |
| 25 | 5 | Frames | |
| 26 | 0.66 | Crouch/Tether drop sensitivity | |
| 27 | 0.3 | Crawling forward sensitivity | |
| 28 | 0.65 | ||
| 29 | 0.3 | Crawling backward sensitivity | |
| 30 | 0.65 | ||
| 31 | 0.6625 | Tap jump sensitivity? | |
| 32 | 4 | Tap jump input window? | |
| 33 | 0.125 | Jumping forward/backward sensitivity | |
| 34 | 0.3 | Shorthop with tap jump sensitivity? | |
| 35 | 0.5625 | Dash/Run (something to do with tap jump) sensitivity? | |
| 36 | 0.3 | ||
| 37 | 0.03 | ||
| 38 | 1 | ||
| 39 | 3 | Fall->Jump...?? | |
| 40 | 0.1 | ||
| 41 | 0.1 | ||
| 42 | 0.05 | ||
| 43 | 0.7 | Spotdodge sensitivity | |
| 44 | 4 | Spotdodge input window | |
| 45 | 0.7 | Roll sensitivity | |
| 46 | 4 | Roll input window | |
| 47 | 0.9 | ||
| 48 | 0.55 | ||
| 49 | 0.25 | Ftilt sensitivity | |
| 50 | 0.28 | Up angled Ftilt sensitivity | |
| 51 | 0.28 | Down angled Ftilt sensitivity | |
| 52 | 0.25 | Utilt sensitivity | |
| 53 | 0.25 | Dtilt sensitivity | |
| 54 | 0.55 | ||
| 55 | 60 | ||
| 56 | 0.28 | Up angled Fsmash sensitivity | |
| 57 | 0.28 | Down angled Fsmash sensitivity | |
| 58 | 0.66 | Usmash sensitivity | |
| 59 | 4 | Usmash input window | |
| 60 | 0.66 | Dsmash sensitivity | |
| 61 | 4 | Dsmash input window | |
| 62 | 1.4 | Fully charged smash attack multiplier | Only Megaman has different value, around 1.7 |
| 63 | 1.2 | Interrupted charged smash attack knockback multiplier | |
| 64 | 0.25 | Bair/Fair sensitivity | |
| 65 | 0.25 | Up angled Fsmash sensitivity | |
| 66 | 0.25 | ||
| 67 | 0.9 | Sensitivity? | Added in 1.0.4 |
| 68 | 4 | Input window? | Added in 1.0.4 |
| 69 | 0.56 | ||
| 70 | 0.66 | FastFall sensitivity | |
| 71 | 4 | FastFall Input Window | |
| 72 | 0.85 | ||
| 73 | 5 | ||
| 74 | 60 | This was glide data in Brawl. Probably does nothing. | |
| 75 | 1 | This was glide data in Brawl. Probably does nothing. | |
| 76 | 0.67 | Hitlag multiplier while crouching | There is no limit, nothing related with attacker's hitlag. |
| 77 | 0.85 | Crounching Knockback multiplier | |
| 78 | 0.7 | Input Distance Threshold for Smash DI | |
| 79 | 4 | Unknown | |
| 80 | 2 | Smash DI Distance | |
| 81 | 0.65 | Automatic Smash DI Distance | |
| 82 | 0.66 | Shield SDI Distance Multiplier | |
| 83 | 8 | ||
| 84 | 80 | ||
| 85 | 200 | ||
| 86 | 0.5 | ||
| 87 | 1.8 | ||
| 88 | 5 | Downward Velocity required to hit the floor in action 44(Brawl) | |
| 89 | 0.5 | ||
| 90 | 30 | ||
| 91 | 220 | Autostand time in frames when lying on the ground | |
| 92 | 0.2 | Get up sensitivity | |
| 93 | 0.2 | Get up roll sensitivity | |
| 94 | 60 | ||
| 95 | 0.6625 | ||
| 96 | 3 | ||
| 97 | 0 | ||
| 98 | 0.6 | Side+B Sensitivity | |
| 99 | 0.55 | Up+B/Down+B Sensitivity | |
| 100 | 4 | ||
| 101 | 10 | ||
| 102 | 0.6875 | Platform drop sensitivity | |
| 103 | 6 | Platform drop input window | |
| 104 | 0.5 | Unknown | |
| 105 | 1 | ||
| 106 | 1 | ||
| 107 | 0.051 | ||
| 108 | 0.66 | Something to do with holding down to stop ledge grab with tethers auto pull | |
| 109 | 2 | Ledgesnap Duration | |
| 110 | 100 | CliffQuick/Slow % damage threshold in Brawl | |
| 111 | 360 | Ledge hang timer | There is another 20F ledge hang. |
| 112 | 240 | Unknown | |
| 113 | 0.25 | Ledge release/getup sensitivity | |
| 114 | 0.8726646 | Ledge getup analog range (radians) | equal to 50 deg |
| 115 | 54 | Ledge Grab Penalty | After ledge release, you cannot grab the ledge in 54 frames. |
| 116 | 0 | Unknown | |
| 117 | 0.6 | ||
| 118 | 60 | Unknown | |
| 119 | 300 | Unknown | |
| 120 | 44 | Something related to ledge intangibility | Changed to 10000, invincibility lasts 6~ second at 0% |
| 121 | 120 | Unknown | |
| 122 | 4 | Unknown | |
| 123 | 0.9 | Unknown | |
| 124 | 20 | ||
| 125 | 28 | ||
| 126 | 25 | ||
| 127 | 16 | ||
| 128 | 30 | Unable Tech window | If you double tap your shield button, you cant tech in 30F from first input. |
| 129 | 8 | Tech window | |
| 130 | 0.2 | Tech Roll sensitivity? | |
| 131 | 0.1 | ||
| 132 | 5 | Tech WallJump Input Window? | |
| 133 | 14 | Tech->Tech WallJump Window | |
| 134 | 400 | Base time on shield break | |
| 135 | 90 | Minimum time on shield break? | No way to prove this one. It was bugged in Brawl and bugged in this game too |
| 136 | 1 | Reduction per frame on Shield break | |
| 137 | 3 | Reduction per input on Shield break | |
| 138 | 0.5 | Something to do with the directional input threshold on shield break | |
| 139 | 10 | Unknown | |
| 140 | 0.12 | Something related to trip chance with 361 moves | |
| 141 | 0.02 | Something related to trip chance with 361 moves | |
| 142 | 60 | Trip? | |
| 143 | 240 | ||
| 144 | 150 | ||
| 145 | 60 | ||
| 146 | 1 | ||
| 147 | 2 | ||
| 148 | 4 | ||
| 149 | 80 | Crouch? | |
| 150 | 80 | Crouch? | |
| 151 | 2 | ||
| 152 | 30 | ||
| 153 | 60 | ||
| 154 | 120 | ||
| 155 | 5 | ||
| 156 | 2 | ||
| 157 | 10 | ||
| 158 | 2 | ||
| 159 | 25 | ||
| 160 | 6 | ||
| 161 | 2 | ||
| 162 | 0.045 | ||
| 163 | 1.15 | Rage effect | Rage effect multiplier&br;=1+(%-35)*(1.15-1)/(150-35)&br;(35<=%<=150) |
| 164 | 150 | ||
| 165 | 35 | ||
| 166 | 2 | Unknown | |
| 167 | 1.33 | Unknown | |
| 168 | 2 | ||
| 169 | 0.8 | ||
| 170 | 0.7 | ||
| 171 | 0.66 | ||
| 172 | 0.5 | ||
| 173 | 20 | ||
| 174 | 130 | WallJump Timer | |
| 175 | 0.8 | WallJump Sensitivity | |
| 176 | 3 | ||
| 177 | 5 | Walljump Startup | |
| 178 | 0.96 | WallJump Decay Multiplier | |
| 179 | 4 | Walljump Air Mobility Delay | |
| 180 | 0.9 | ||
| 181 | 0.75 | Footstool Height Decay Multiplier | |
| 182 | 0.5 | Footstool range? required speed? | |
| 183 | 8 | Footstool? | |
| 184 | 30 | ||
| 185 | 20 | ||
| 186 | 180 | Wallcling Timer | |
| 187 | 0.5 | ||
| 188 | 0.5 | ||
| 189 | 60 | Time between wallclings? | |
| 190 | 0.35 | Aerial attack landing lag speed mod? | |
| 191 | 20 | ||
| 192 | 0.66 | ||
| 193 | 8 | Unknown | |
| 194 | 50 | Shield HP | |
| 195 | 0.15 | Terminal Shield Size | The size of shield when shield has 0 HP. |
| 196 | 11 | Minimum Shield Hold Frames | You cannot drop shield until F12. |
| 197 | 8 | Unknown | |
| 198 | 16 | Unknown | |
| 199 | 0.13 | Shield Damage per Frame | Takes 385 frames to breaking |
| 200 | 0.08 | Shield Recover per Frame | Takes 625 frames from breaking |
| 201 | 25 | Shield Reset | When broken, shield strength resets to this value |
| 202 | 1.19 | Shield Damage Multiplier | |
| 203 | 0 | Bonus Shield Damage | |
| 204 | 0.58 | Normal Shield Stun Constant | Normal Shield Stun Formula(FAF)&br;=INT(Damage*0.58+3)←???? |
| 205 | 4 | ||
| 206 | 0.5 | Projectile Shield Stun Multiplier | #NAME? |
| 207 | 0.8 | Unknown | |
| 208 | 0.09 | Unknown | |
| 209 | 1.3 | Max shield pushback | |
| 210 | 80 | Unknown | |
| 211 | 1.05 | Shield Size Multiplier | Base shield size is writtin in fighter_param file. |
| 212 | 0.5 | Shield Shaking from Dashing | |
| 213 | 4 | Power Shield Effect Disappear Frame | Power Shield Window : 1-3F |
| 214 | 5 | Window to drop shield after powershield to get interrupts? | |
| 215 | 0.66 | Power Shield Shield Stun Multiplier | #NAME? |
| 216 | 0.15 | Power Shield Shield Knockback Multiplier | |
| 217 | 0.04 | Attacker pushback when hitting shields | There is no limit? Pushback formula? |
| 218 | 0.025 | ||
| 219 | 0.05 | ||
| 220 | 1.1 | Unknown | |
| 221 | 1.3 | Franklin Badge reflected damage multiplier | |
| 222 | 1.3 | Franklin Badge reflected speed multiplier | |
| 223 | 8 | Shield Drop Lag (FAF) | |
| 224 | 3 | Dash attack > Grab Window | |
| 225 | 1 | ||
| 226 | 3 | Turn > P-grab window | |
| 227 | 1 | Grab time reduced per frame | |
| 228 | 8 | Grab time reduced per directional input | button input should be around 14.3(15/1.05?) but couldn't find |
| 229 | 10 | Unknown | |
| 230 | 2 | Unknown | |
| 231 | 2 | ||
| 232 | 16 | ||
| 233 | 30 | ||
| 234 | 6 | ||
| 235 | 6 | ||
| 236 | 90 | Base grab time | #NAME? |
| 237 | 1.7 | Multiplier for grab hold time added from total damage | |
| 238 | 3 | ||
| 239 | 1 | ||
| 240 | 1.9 | H speed on normal grab break | |
| 241 | 1.2 | H speed on jump grab break | |
| 242 | 27 | ||
| 243 | 18 | How many frames of invincibility you have after a throw | |
| 244 | 0.01 | Weight factor of weight dependent throw speed formula | |
| 245 | 26 | related to weight dependent throws | |
| 246 | 2 | Result of weight times above cannot exceed this | |
| 247 | 0.5 | Result of weight times above cannot be lower than this | |
| 248 | 70 | Grab immunity frames | |
| 249 | 3 | ||
| 250 | 0.75 | ||
| 251 | 1.1 | Added in 1.0.4 | |
| 252 | 0 | Added in 1.0.4 | |
| 253 | 10800 | Frames after touching the ground until KO ownership is lost | |
| 254 | 45 | Frames until attacks out of hitstun | |
| 255 | 2 | ||
| 256 | 40 | Frames until airdodge out of hitstun | |
| 257 | 2.5 | ||
| 258 | 0.2 | ||
| 259 | 5 | ||
| 260 | 4 | ||
| 261 | 4 | ||
| 262 | 2 | ||
| 263 | 4 | ||
| 264 | 2 | ||
| 265 | 10 | ||
| 266 | 160 | Minimum knockback for the screen to flash white | |
| 267 | 1 | Stage Collide Min Velocity | |
| 268 | 0 | ||
| 269 | 0.85 | Launch speed multiplier on wall/ceiling bounce | |
| 270 | 70 | ||
| 271 | 0.2 | ||
| 272 | 3 | ||
| 273 | 15 | ||
| 274 | 0.8 | ||
| 275 | 0.8 | ||
| 276 | 0.9 | ||
| 277 | 0.15 | ||
| 278 | 20 | ||
| 279 | 20 | ||
| 280 | 0.075 | Used in vertical launch speed boost formula. | Vertical knockback boost = 5*(Gravity-0.075) |
| 281 | 5 | Used in vertical launch speed boost formula. Multiplier | |
| 282 | 0.17 | Maximum changed angle from trajectory DI (radians) | equal to 9.740283... degrees |
| 283 | 1.095 | Vectoring maximum launch speed multiplier | |
| 284 | 0.92 | Vectoring minimum launch speed multiplier | |
| 285 | 3 | Frames after hitlag before you can hit the floor in tumble? | |
| 286 | 2 | ||
| 287 | 0.5 | ||
| 288 | 30 | ||
| 289 | 1 | ||
| 290 | 0.051 | Launch speed decay per frame | |
| 291 | 2 | ||
| 292 | 0.8 | ||
| 293 | 0.9 | ||
| 294 | 0.2 | Maximum KB to Execute Momentum Commands with LA-Bit[57] not Set(Brawl) | |
| 295 | 0.8 | Tumble Wiggle Sensitivity | |
| 296 | 1 | ||
| 297 | 40 | ||
| 298 | 18 | ||
| 299 | 60 | Frames before respawn (after being KO'd) | |
| 300 | 0.2 | Read when launched into the upper corners of the ceiling death boundary(Brawl) | |
| 301 | 1.2 | ||
| 302 | 2.4 | Minimum initial launch speed to die off top boundary | equal to 80 KB |
| 303 | 4.7 | ||
| 304 | 1 | ||
| 305 | 130 | Frame duration of Star KO | |
| 306 | 45 | ||
| 307 | 350 | ||
| 308 | 0.6 | ||
| 309 | 10 | ||
| 310 | 16 | ||
| 311 | 1 | ||
| 312 | 40 | Frames until fighter hits the screen during Screen KO | lower number = takes less time to fly towards the screen |
| 313 | 4 | ||
| 314 | 30 | ||
| 315 | 40 | ||
| 316 | 0 | ||
| 317 | 120 | ||
| 318 | 230 | ||
| 319 | 0 | ||
| 320 | 15 | ||
| 321 | 50 | ||
| 322 | 1 | ||
| 323 | 0.2 | ||
| 324 | 1.7 | ||
| 325 | 1 | ||
| 326 | 10 | ||
| 327 | 60 | Frames in between respawning and taking control | lower number = respawn platform descends faster |
| 328 | 240 | Max time allowed to stay in respawn platform | |
| 329 | 120 | Invincibility granted out of respawn platform | |
| 330 | 45 | Read on exiting respawn platform | |
| 331 | 90 | Minimum KB required for medium knockback SFX | |
| 332 | 180 | Minimum KB required for high knockback SFX | |
| 333 | 15 | Minimum launch distance required for low knockback SFX | |
| 334 | 15 | Minimum launch distance required for medium knockback SFX | |
| 335 | 15 | Minimum launch distance required for high knockback SFX | |
| 336 | 3.8 | Throw release? | |
| 337 | 2.3 | Throw release? | |
| 338 | 0.3 | ||
| 339 | 1.2 | ||
| 340 | 3 | ||
| 341 | 3.5 | ||
| 342 | 3 | Added in 1.0.4 | |
| 343 | 10 | Base Sleep Time | |
| 344 | 10 | Base sleep time (this * 3 frames added?) | |
| 345 | 30 | Something to do with sleep | |
| 346 | 25 | Multiplier for sleep time scaling off knockback | |
| 347 | 1 | Multiplier for sleep time scaling off total percent | |
| 348 | 1 | Sleep time reduced per frame | |
| 349 | 8 | Sleep time reduced per input | |
| 350 | 3 | ||
| 351 | 76 | Max stun frames | |
| 352 | 15 | ||
| 353 | 50 | ||
| 354 | 1 | ||
| 355 | 0 | ||
| 356 | 1 | ||
| 357 | 5 | Stun time reduced per input | |
| 358 | 0 | Added in 1.0.6 | |
| 359 | 0 | Added in 1.0.6 | |
| 360 | 0 | Added in 1.0.6 | |
| 361 | 1 | Added in 1.0.6 | |
| 362 | 1.1 | Added in 1.0.6 | |
| 363 | 1 | Added in 1.0.6 | |
| 364 | 6 | Added in 1.0.6 | |
| 365 | 70 | Added in 1.0.6 | |
| 366 | 3 | Number of frames entering buried state? | |
| 367 | 10 | ||
| 368 | 15 | ||
| 369 | 30 | ||
| 370 | 1.5 | ||
| 371 | 0.5 | ||
| 372 | 1 | ||
| 373 | 8 | ||
| 374 | 1.2 | Vertical momentum out of bury escape | |
| 375 | 12 | Frame you can interrupt bury escape jump | |
| 376 | 8 | ||
| 377 | 70 | ||
| 378 | 0.7 | ||
| 379 | 0.7 | ||
| 380 | 100 | ||
| 381 | 0.8 | Knockback resistence while buried | |
| 382 | 0.5 | Frozen damage multiplier? | |
| 383 | 0.25 | Frozen knockback multiplier? | |
| 384 | 0.03 | Frozen gravity multiplier? | |
| 385 | 25 | Something to do with the characters spinning while frozen? | |
| 386 | 4 | Something to do with the characters spinning while frozen? | |
| 387 | 12 | Base freeze time | |
| 388 | 1 | Freeze time reduced per frame | |
| 389 | 4 | Freeze time reduced per input | |
| 390 | 2 | ||
| 391 | 8.5 | ||
| 392 | 16 | Read when exiting frozen state (number of frames on exit?) | |
| 393 | 30 | ||
| 394 | 0.6 | Ladder stuff | |
| 395 | 7 | Ladder grab lag in frames? | |
| 396 | 0.8 | ||
| 397 | 8 | ||
| 398 | 0.7 | ||
| 399 | 0.081 | ||
| 400 | 0.4 | ||
| 401 | 8 | How many frames of falling from JumpStart in water? | |
| 402 | 0.04 | ||
| 403 | 0.91 | ||
| 404 | 4 | Read when surfacing water | |
| 405 | 20 | Frame count between ripples in water when swimming | |
| 406 | 240 | Swim time? | |
| 407 | 2.5 | Swimming scaling multiplier for how many less frames you can swim for (your % * 2.5) | |
| 408 | 0.6 | ||
| 409 | 150 | Flailing in water time? | |
| 410 | 10 | Read when going from swim to frail? | |
| 411 | 20 | ||
| 412 | 3 | ||
| 413 | 40 | Added in 1.0.4 | |
| 414 | 70 | Added in 1.0.4 | |
| 415 | 100 | Read when going from swim to frail? | |
| 416 | 200 | ||
| 417 | 1 | Added in 1.0.4 | |
| 418 | 20 | ||
| 419 | 70 | ||
| 420 | 2 | ||
| 421 | 150 | ||
| 422 | 120 | Wario Chomp Base Time | |
| 423 | 0.5 | Multiplier for Chomp time added (your % * 0.5) | |
| 424 | 10 | Time reduced per input | |
| 425 | 2 | Related to Wario Chomp | |
| 426 | 5 | Related to Wario Chomp | |
| 427 | 0.5 | Related to Wario Chomp | |
| 428 | 4 | ||
| 429 | 5.4 | Location coordinates for victim entering Kirby's mouth? | |
| 430 | 6.8 | Location coordinates for victim entering Kirby's mouth? | |
| 431 | 0.9 | Velocity for victim entering Kirby's mouth? | |
| 432 | 1.2 | Velocity for victim entering Kirby's mouth? | |
| 433 | 1 | Affects time it takes to enter Kirby's mouth? | |
| 434 | 10 | Inhale time reduced per input? | |
| 435 | 1 | Inhale time reduced per frame? | |
| 436 | 250 | Base inhale time | |
| 437 | 12 | Used on Kirby spit/swallow | |
| 438 | 1 | Used on Kirby spit/swallow | |
| 439 | 30 | Time spent in a star on spit | |
| 440 | 10 | Time spent in a star on copy | |
| 441 | 4 | Frames before opponent can act out of star? | |
| 442 | 0.73 | H speed of star exit | |
| 443 | 2.3 | V speed of star exit | |
| 444 | 0 | ||
| 445 | 10 | ||
| 446 | 30 | ||
| 447 | 30 | ||
| 448 | 100 | DK Cargo Grab Base Time | |
| 449 | 5 | DK Cargo Time increase per % | |
| 450 | 7 | DK Cargo Grab Time reduction per directional input | |
| 451 | 13 | DK Cargo Grab Time reduction per button input | |
| 452 | 5.4 | H location victim falls towards when entering Dedede's mouth | |
| 453 | 8.4 | V location victim falls towards when entering Dedede's mouth | |
| 454 | 2.7 | H velocity while falling into Dedede's mouth | |
| 455 | 3.6 | V velocity while falling into Dedede's mouth | |
| 456 | 1 | Affects time it takes to enter Dedede's mouth | higher is faster |
| 457 | 12 | Dedede inhale time reduced per input | |
| 458 | 0 | Dedede inhale time reduced per frame | |
| 459 | 250 | Dedede Swallow Base Time | |
| 460 | 12 | Time in star reduced per input | |
| 461 | 1 | Time in star reduced per frame | |
| 462 | 30 | Time spent in star | |
| 463 | 4 | Frames before opponent can act out of star? | |
| 464 | 0.73 | H speed of star exit | |
| 465 | 2.3 | V speed of star exit | |
| 466 | 5 | H location on Dedede inhale escape | |
| 467 | 10 | V location on Dedede inhale escape | |
| 468 | 2.8 | Used on Dedede inhale escape | |
| 469 | 1.308997 | Used on Dedede inhale escape (radians) | equal to 75 degrees |
| 470 | 4 | Used on Dedede inhale escape | |
| 471 | 70 | Diddy Side B Base Hold Time | |
| 472 | 1.3 | Multiplier for Diddy Hold time added (your % * 1.3) | |
| 473 | 24 | Used on Diddy Side B | |
| 474 | 0.4 | Used on Diddy Side B | |
| 475 | 6 | Diddy Hold Time reduced per input | |
| 476 | 0.8 | Robin nosferatu? | |
| 477 | 155 | ||
| 478 | 120 | ||
| 479 | 5 | ||
| 480 | 1 | ||
| 481 | 2 | ||
| 482 | 6 | Added in 1.0.6 | |
| 483 | 5 | Added in 1.0.6 | |
| 484 | 38 | Added in 1.0.6 | |
| 485 | 65 | Added in 1.0.6 | |
| 486 | 38 | Added in 1.0.6 | |
| 487 | 60 | Added in 1.0.6 | |
| 488 | 280 | Corrin Side B Base Hold Time | Added in 1.1.4 |
| 489 | 1.5 | Multiplier for Hold time added (your % * 1.5) | Added in 1.1.4 |
| 490 | 1 | Time reduced per frame | Added in 1.1.4 |
| 491 | 30 | Time reduced per input?? | Added in 1.1.4 |
| 492 | 0.002 | Used on Corrin Side B | Added in 1.1.4 |
| 493 | 6 | HeavyItem Smash Throw Input | |
| 494 | 8 | Item Smash Throw Input Window | |
| 495 | 5 | Dash attack item catch window | |
| 496 | 5 | Aerial Item Catch | |
| 497 | 5 | Picking up Item? | |
| 498 | 8 | Frames | |
| 499 | 70 | Frames | |
| 500 | 2 | Frames | |
| 501 | 5 | Frames | |
| 502 | 0.3 | ||
| 503 | 0.625 | ||
| 504 | 16 | Frames | |
| 505 | 0.5 | ||
| 506 | 6 | Frames | |
| 507 | 0.6 | ||
| 508 | 0.325 | Heavy Item Walk Threshold | |
| 509 | 0.25 | Heavy Item Pivot Threshold | |
| 510 | 100 | Frames | |
| 511 | 5 | Frames | |
| 512 | 5 | Frames | |
| 513 | 6 | Frames | |
| 514 | 20 | Frames | |
| 515 | 2 | ||
| 516 | 35 | ||
| 517 | 10 | ||
| 518 | 120 | ||
| 519 | 2 | ||
| 520 | 0.87 | ||
| 521 | 1 | ||
| 522 | 2 | ||
| 523 | 0.9 | ||
| 524 | 1 | ||
| 525 | 15 | ||
| 526 | 30 | ||
| 527 | 4 | ||
| 528 | 120 | ||
| 529 | 30 | ||
| 530 | 1 | ||
| 531 | 20 | ||
| 532 | 1 | Flower time reduced per frame? | |
| 533 | 16 | Flower time reduced per input? | |
| 534 | 3000 | Maximum stacking flower time? | |
| 535 | 40 | Multiplier for flower time added scaling off hitbox damage? | |
| 536 | 0.7 | Something to do with flower size? | |
| 537 | 3.5 | Used on flower effect | |
| 538 | 0.04 | Something to do with flower size? | |
| 539 | 2 | ||
| 540 | 720 | ||
| 541 | 2 | ||
| 542 | 9 | ||
| 543 | 25 | ||
| 544 | 3 | ||
| 545 | 27 | ||
| 546 | 54 | ||
| 547 | 450 | Frames | |
| 548 | 6 | Hammer | |
| 549 | 10 | Frames | |
| 550 | 800 | Frames | |
| 551 | 120 | Frames | |
| 552 | 60 | Frames | |
| 553 | 120 | Frames | |
| 554 | 15 | Golden Hammer? | |
| 555 | 50 | Frames | |
| 556 | 600 | Frames | |
| 557 | 120 | Frames | |
| 558 | 1.05 | ||
| 559 | 2 | ||
| 560 | 1.7 | Super Mushroom size multiplier? | |
| 561 | 0.5 | Related to Super Mushroom | |
| 562 | 0.5 | Poison Mushroom size multiplier? | |
| 563 | 0.84 | Super Mushroom Voice Pitch multiplier? | |
| 564 | 1.25 | Poison Mushroom Voice Pitch multiplier? | |
| 565 | 480 | Frame count? Maybe it's the duration? | |
| 566 | 100 | Read after finishing size change animation | |
| 567 | 180 | Frames | |
| 568 | 3 | ||
| 569 | 2.4 | Lightning Size multiplier? | |
| 570 | 0.5 | Related to Lightning | |
| 571 | 0.5 | Lightning Size multiplier? | |
| 572 | 0.7 | Lightning Voice Pitch multiplier? | |
| 573 | 1.25 | Lightning Voice Pitch multiplier? | |
| 574 | 600 | Frame count? Maybe it's the duration? |