This is the first step in a more modular setup for hitbox data tables, for better control of which values can be shown or hidden than the current "is extended hitbox in Brawl". It might take a while.
ID | Part | Rehit rate | Damage | SD | Angle | Flipper | BK | KS | FKV | Set weight | Bone | Radius | Offset | Offset 2 | Clang | Rebound | G | A | Hit bits | SDIx | FFx | T% | Direct | Type | Effect | Sound | Blockable | Reflectable | Absorbable | Flinchless | Heedless | Piercing | No GFX | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
{{{id}}} | {{{part}}} | {{{rehit}}} | {{{damage}}} | {{{sd}}} | {{{angle}}} | {{{af}}} | {{{bk}}} | {{{ks}}} | {{{fkv}}} | {{{setweight}}} | {{{bn}}} | {{{r}}} | {{{xpos}}} | {{{ypos}}} | {{{zpos}}} | {{{xpos2}}} | {{{ypos2}}} | {{{zpos2}}} | {{{clang}}} | {{{rebound}}} | {{{g}}} | {{{a}}} | {{{hitbits}}} | {{{sdi}}} | {{{ff}}} | {{{trip}}} | {{{direct}}} | {{{type}}} | {{{effect}}} | {{{slvl}}} {{{sfx}}} | {{{blockable}}} | {{{reflectable}}} | {{{absorbable}}} | {{{flinchless}}} | {{{heedless}}} | {{{piercing}}} | {{{nogfx}}} |