Clear 1.1.7 Dmg

My work centers around the treatment of diseases and injuries related to the musculoskeletal system. I specifically treat those with end stage joint disease of the hip and knee who are interested in joint replacement, as well as those who were previously reconstructed and may require complex revision. I emphasize individualized care and personalized education to patients and their families. The conversation is centered on respect for each person's disease or injury and goals of care. Patients who are empowered with knowledge often do better and heal faster. I strive to ensure that patients have a clear understanding of the conditions at hand and the optimal treatment strategy that will allow them to safely regain independence and maximize their activity.


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Clear 1.1.7 Dmg

Clear 1.1.7 Dmg Game

Based on 38 reviews

DmgClear 1.1.7 Dmg
  • General

    SPECIALTIES

    • General Orthopaedics
    • Joint Replacement

    PATIENTS SEEN
    Accepts adults


    LANGUAGES

    • English

    MEDICAL INTERESTS
    Aseptic necrosis of the hip, Degenerative joint disease, Fracture, Hip dislocation, Hip fracture, Hip replacement, Inflammatory arthritis, Joint injection, Joint replacement, Knee replacement, Osteoarthritis, Post-traumatic arthritis, Psoriatic arthritis, Rheumatoid arthritis


    PERSONAL INTERESTS
    Quality time with family and loved ones, sports, travel, trying new cuisine.


  • Education

    EDUCATION
    School Loyola University Stritch School of Medicine
    Graduation Date 06/2013
    Degree MD
    Honors Cum Laude, Research Honors

    RESIDENCY
    School Loyola University Medical Center
    Title Chief Resident, AAOS Resident Assembly Delegate

    FELLOWSHIPS
    School University of Virginia Medical Center
    Specialty Adult Reconstruction - Hip and Knee

    • AAOS
    • AAHKS
  • Name Excellence in Research - Loyola University Medical Center
    Date 06/2018

    Name Cum Laude, Brown University

  • RESEARCH

    • Increasing Public Interest in Stem Cell Injections for Osteoarthritis of the Hip and Knee: A Google Trends Analysis. Journal of Arthroplasty. 2019 Jun;34(6):1053-1057. doi: 10.1016/j.arth.2019.03.002. Epub
    • Dedifferentiated Chondrosarcoma: A Survival Analysis of 159 Cases from the SEER Datatbase (2001-2011). Journal of Surgical Oncology. 116(2):252-257. 2017. [PMID 28420036]
    • Normal Pressure Hydrocephalus is Associated with Increased Risks of Postoperative Complications Following Total Knee and Total Hip Arthroplasty. Journal of Arthroplasty. 2019 Apr 20. doi: 10.1016/j.a
    • Shoulder Arthroplasty in Transplant Recipients: Complications and Mortality. Journal of Surgical Orthopaedic Advances. 28(1):1-7. 2019. [PMID 31074736]
    • No Consensus on Implant Choice for Oligometastatic Disease of the Femoral Head and Neck. Journal of Bone Oncology. 2018 Feb 27. [PMID 29850399]
    • Ankle Fusion in Patients with Chronic Hepatitis C. Foot and Ankle Surgery. 2019 Jan 21. pii: S1268-7731(18)30267-4. doi: 10.1016/j.fas.2019.01.001. [PMID 30712992]
    • Binge alcohol treatment of adolescent rats followed by alcohol abstinence is associated with site-specific differences in bone loss and incomplete recovery of bone mass and strength. Alcohol 42(8):649-656. 2008. [PMID 19038696]
    • Binge alcohol exposure modulates mesenchymal stem cell recruitment to the site of injury. Journal of Orthopaedic Trauma. 26(12): 712-718. 2012. [PMID 23010646]
    • Beta-Adrenergic stimulation increases macrophage CD14 expression and E. coli phagocytosis through PKA signaling mechanisms. Journal of Leukocyte Biology. 88(4):715-24. 2010. [PMID 20643814]
    • Evaluation of Common Fractures of the Hip in the Elderly. Current Geriatrics Reports. 5(1):38-43. 2016.
    • Current Concepts Review Update: Charcot Arthropathy of the Foot and Ankle. Foot and Ankle International. 2016 Nov;37(11):1255-1263. Epub 2016 Oct 7. [PMID 27765871]
    • A Novel Technique to Remove Posterior Intra-Articular Bodies Within the Hip Through an Anterior Approach. Techniques in Orthopaedics. Published Ahead of Print. 2018 Sept 18.
    • A Novel Technique to Remove Posterior Intra-Articular Bodies Within the Hip Through an Anterior Approach. Techniques in Orthopaedics. Published Ahead of Print. 2018 Sept 18.
    • Chapter 75: Prevalence, Prevention and Economic Implications of infection after Total Knee Arthroplasty. The Knee 2nd ed.

  • Based on 38 reviews

    The Patient Satisfaction Rating score is an average of all responses to care provider related questions on our independent rating system, the Press Ganey Patient Satisfaction Survey.


    Responses are measured on a scale of 1 to 5, with 5 being the best score. Learn more about our patient satisfaction survey.


    Ease of scheduling appointments

    38 ratings

    Provider showed concern

    38 ratings

    Provider explained things clearly

    38 ratings

    Provider included you in decisions

    38 ratings

    Likelihood of recommending this provider

    36 ratings

    Comments are collected in our Press Ganey Patient Satisfaction Surveys. Patients are de-identified to protect confidentiality and patient privacy. Learn more about our patient satisfaction survey.


    Dr spoke well, I understood him, and he showed genuine care.
    spent time explaining everything. he was very empathetic and attentive to my concerns.
    Liked him as a doctor immediately. Still batting 100% with DMG doctors.
    outstanding doctor. Knowledgeable, caring but professional, efficient
    This ortho is very nice. Both times I have seen him I have been 100% satisfied with everybody in his office.
    Dr. strotman was fantastic! Very friendly, concerned and explained everything thoroughly.

Clear 1.1.7 Dmg Download

  1. Reverted to pre patch 1.0.6, but slightly nerfed to not be so ridiculous (but not overnerfed either).
  2. Angle: 76 -> 75
  3. KBG: 89 -> 99
  4. ThrowLw
  5. Angle: 106 -> 105
  6. Roy (Credit to SilentDo0m http://pastebin.com/SPyEqmhV)
  7. Walk Max Velocity: 1.15 -> 1.2
  8. Initial Dash Velocity: 1.4 -> 1.5
  9. Air Acceleration: 0.03 -> 0.05
  10. Jump V Initial Velocity: 30.97 -> 33.97
  11. Hop V Initial Velocity: 13 -> 15
  12. Attack11
  13. Hitbox Duration: Frame 5 to Frame 8 -> Frame 4 to Frame 8
  14. IASA: Frame 50 -> Frame 42
  15. Sourspot: Angle: 361 -> 20
  16. IASA: Frame 39 -> Frame 36
  17. AttackLw3
  18. Hitbox Duration: Frame 7 to Frame 9 -> Frame 6 to Frame 9
  19. Sourspot: Angle: 30 -> 80, BKB: 40 -> 80, KBG: 40 -> 60
  20. AttackS4
  21. Startup slightly reduced: Frame 7.92 (Frame 12 with 0.66* FSM) -> Frame 6.96 (Frame 12 with 0.58* FSM)
  22. Autocancel Window: Frame 36 -> Frame 28
  23. AttackAirB
  24. Autocancel Window: Frame 32 -> Frame 30
  25. AttackAirHi
  26. Sourspot: DMG: 6 -> 7, BKB: 10 -> 50, KBG: 70 -> 55
  27. AttackAirLw
  28. Autocancel Window: Frame 55 -> Frame 44
  29. DMG: 5 -> 7, Angle: 117 -> 150, BKB: 70 -> 60, KBG: 45 -> 75
  30. SpecialS1
  31. Angle and Knockback values edits to match Marth's SpecialS1
  32. Sourspot: DMG: 2 -> 3
  33. SpecialS2Hi/SpecialS2Lw/SpecialS3/SpecialS3Hi/SpecialS3Lw
  34. BKB changed to 50
  35. DMG increased by 1
  36. SpecialS4Lw
  37. Ending Hit: DMG increased by 1 for all hitboxes
  38. SpecialAirHi: DMG, Angle, BKB, and KBG values edited to match the grounded version.
  39. Mewtwo (Credit to SilentDo0m http://pastebin.com/vs5EsRjP)
  40. Attack11
  41. Active hitbox Frames increased to 3 Frames from 1 Frame.
  42. Attack100 (D22A1537)
  43. DMG: 1 -> 1.2, BKB: 14 -> 20, KBG: 30 -> 35
  44. AttackEnd:
  45. DMG: 2 -> 4, KBG: 100 -> 120, Active Frames: 1 -> 3.
  46. AttackS3S/Hi/Lw:
  47. DMG: 10/9/8 -> 11/10/9, BKB: 20 -> 32, IASA: 36 -> 32
  48. AttackS4
  49. Sourspot: KBG: 90 -> 100
  50. AttackLw4:
  51. Hitbox size increased by 0.5 units and lowered by 0.5 units.
  52. Catch/CatchDash/CatchTurn:
  53. Startup: 9 Frames -> 7.2 Frames (9 Frames with a 0.8* FSM).
  54. Charizard (Credit to SilentDo0m http://pastebin.com/nXNkedTc)
  55. Initial Dash Velocity: 1 -> 1.5
  56. Ground Traction: 0.04 -> 0.055
  57. JumpSquat: 6 Frames -> 5 Frames
  58. Jump V Initial Velocity: 32 -> 35
  59. Hop V Initial Velocity: 15.43 -> 16.5
  60. Air Speed: 0.92 -> 1
  61. Air Acceleration: 0.05 -> 0.065
  62. AttackS3S/Hi/Lw
  63. Sweetspot: DMG 11 -> 12, KBG 100 -> 96
  64. AttackHi3
  65. Startup reduced: Frame 9 -> Frame 8.1 (Frame 9 with 0.9* FSM)
  66. Lingering hitbox added from Frames 14 - 21: DMG: 6, Angle: 96, BKB: 40, KBG: 130, Effect: Slash
  67. AttackLw3
  68. Startup reduced: Frame 8.8 (Frame 11 with 0.8* FSM) -> Frame 7.15 (Frame 11 with 0.65* FSM)
  69. Sourspot made into Sweetspot: DMG: 14 -> 20, BKB: 60 -> 50, KBG: 94 -> 84, Effect: Normal -> Fire
  70. AttackHi4
  71. Hitbox on Frame 6 edited to hit both grounded and aerial foes.
  72. Added a second hitbox on Frame 6 on Charizard's body with similar properties to the first hitbox.
  73. Landing Lag reduced: 20 Frames -> 16 Frames
  74. Active Frames increased: Frame 9 - 26 -> Frame 5 - 29
  75. IASA: Frame 60 -> 50
  76. AttackAirF
  77. IASA: Frame 47 -> 37
  78. AttackAirB
  79. Landing Lag reduced: 20 Frames -> 18 Frames
  80. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  81. Active Frames: Frame 12 to Frame 16 -> Frame 10 to Frame 16
  82. Autocancel window: Frame 38 (34 Frames) -> Frame 34 (30 Frames)
  83. Landing Lag reduced: 33 Frames -> 28 Frames
  84. ThrowHi
  85. Multihit hitlag: 1 -> 0.2
  86. Detection hitbox no longer clangs.
  87. DMG: 15 -> 16 (Total DMG: 19 -> 21)
  88. KBG: 84 -> 90
  89. SpecialHi
  90. All hitbox sizes (except final hitbox) increased by 0.5 units
  91. Hitbox placements adjusted to be closer to Charizard's body (moved backward by 3 units)
  92. Multihit hitbox angles adjusted: 72/90/90 -> 366/90/90
  93. Bayonetta
  94. Startup: Frame 3.5 (Frame 7 with 0.5* FSM) -> Frame 5.95 (Frame 7 with 0.85* FSM)
  95. Starting hitbox size reduced by 1 unit. SDI: 1 -> 1.25
  96. Multihit and ending hitbox sizes reduced by 2 units. SDI (multihits): 1 -> 1.5
  97. Up Air
  98. BKB: 20 -> 30
  99. Hitbox duration: Frame 18 to Frame 20 -> Frame 18 to Frame 21
  100. Reverted to 1.1.3
  101. Shulk (Credit to SilentDo0m http://pastebin.com/iQDjF4Ku)
  102. Attack11
  103. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  104. Hitboxes lowered and increased in size by 0.5 units.
  105. DMG: 3.5 -> 3
  106. Attack12
  107. Startup reduced: Frame 5 -> Frame 4 (Frame 5 with 0.8* FSM)
  108. WKB: 52 -> 42
  109. Attack13
  110. Startup Reduced: Frame 12 -> Frame 7.92 (Frame 11 with 0.72* FSM)
  111. Active Frames: Frame 12 to Frame 15 -> Frame 11 to Frame 15 (this is to prevent a glitch in which the attack whiffs when it
  112. should hit)
  113. Sourspot adjusted to match sweetspot.
  114. AttackDash
  115. Startup Reduced: Frame 15 -> Frame 10.95 (Frame 15 with 0.73* FSM)
  116. IASA: 53 -> 48
  117. AttackS3
  118. Startup reduced: Frame 12 -> Frame 9 (Frame 10 with 0.9* FSM)
  119. Active Frames: Frame 12 to Frame 14 -> Frame 10 to Frame 14 (this is to prevent a glitch in which the attack whiffs when it
  120. should hit)
  121. IASA: 40 -> 38
  122. AttackLw3
  123. Startup reduced: Frame 10 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  124. Active Frames: Frame 10 to Frame 12 -> Frame 9 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  125. should hit)
  126. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  127. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  128. AttackS4
  129. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  130. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  131. First hit changed to be unclankable, hitboxes moved out by 2 units, and increased in size by 0.25 units.
  132. Second hit active Frames increased (1 Frame -> 3 Frames) and increased by 0.5 units.
  133. Hit 2: KBG: 115 -> 125
  134. AttackHi4
  135. IASA: 68 -> 60
  136. AttackAirN
  137. Startup reduced: Frame 13 -> Frame 9.88 (Frame 13 with 0.76* FSM)
  138. Active hitbox frames increased by 3. Hitbox termination: Frame 31 -> Frame 34
  139. Autocancel: Frame 80 -> Frame 57
  140. AttackAirF
  141. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  142. DMG: 8/6.5 -> 9.5/8. KBG, 100 -> 90
  143. Startup reduced: Frame 18 -> Frame 15.84 (Frame 18 with 0.88* FSM)
  144. Autocancel: Frame 79 -> Frame 48
  145. AttackAirHi
  146. Startup reduced: Frame 14 -> Frame 10.92 (Frame 14 with 0.78* FSM)
  147. Second hit activation: Frame 24 -> Frame 19
  148. Lingering hitbox added: Active Frames: Frame 21 to Frame 30, DMG: 6, Angle: 88, BKB: 35, KBG: 100
  149. Startup reduced: Frame 14 -> Frame 11.9 (Frame 14 with 0.85* FSM)
  150. First hit edited to hit both grounded and aerial foes and active Frames extended by 2
  151. Second hit activation: Frame 23 -> Frame 19
  152. Hit 2 (Hitbox ID 0x1): BKB: 10 -> 40
  153. Lingering hitbox added: Active Frames: Frame 21 -> 32, DMG: 6, Angle 85, BKB: 20, KBG: 100
  154. DMG: 10/9/16/14 -> 12/12/20/20, KBG: 100 -> 96
  155. SpecialSLanding
  156. Ledge Grab window: Frame >40 -> Frame >37
  157. Hitboxes added to Frames 14 to 16. DMG: 5, Angle 86/52, WKB: 62/58, KBG: 100
  158. (Frames 12 to 14) WKB: 78/80 -> 80/78
  159. SpecialHiAdd
  160. KBG: 94 -> 80
  161. SpecialLwAttack
  162. Aerial Version Intangability: Frame 9 to Frame 44 -> Frame 1 to Frame 45.
  163. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  164. Attack12
  165. Startup: Frame 7 -> Frame 4.97 (Frame 7 with 0.71 FSM)
  166. BKB: 80 -> 70, KBG: 70 -> 80
  167. AttackS3
  168. Hitbox added to Frames 16 to Frame 18. DMG: 5.5, Angle: 361, BKB: 30, KBG: 100
  169. AttackHi3
  170. Hitbox1: BKB: 50 -> 40, KBG: 80 -> 90
  171. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  172. IASA: Frame 41 -> Frame 38
  173. AttackS4
  174. Startup: Frame 17 -> 14.96 (Frame 17 with 0.88* FSM)
  175. Further multihit hitbox moved forward by 2 units
  176. Multihit: DMG: 0.8 -> 1, Rehit Rate: 4 Frames -> 3 Frames
  177. Final Hit: KBG: 150 -> 165
  178. AttackAirN
  179. Startup: Frame 8 -> Frame 6 (Frame 8 with 0.75* FSM)
  180. Horizontal Momentum: -1 -> -0.5
  181. IASA: Frame 56 -> Frame 46
  182. AttackAirB
  183. Hitbox sizes increased by 1 unit.
  184. Landing Lag: 22 Frames -> 18 Frames
  185. Autocancel: Frame 60 -> Frame 50
  186. Landing lag has an added hitbox (2 Frame duration). DMG: 4. Angle: 72, BKB: 40, KBG: 180
  187. Landing Lag: 28 Frames -> 22 Frames
  188. Active Frames: Frame 20 to Frame 21 -> Frame 20 to Frame 22
  189. Sourspot: Angle: 361 -> 270, BKB: 30 -> 20, KBG: 90 -> 80
  190. Spike hitbox made to hit grounded foes, increased in size and moved down by 0.5 units.
  191. Spike hitbox: BKB: 2 -> 30
  192. BKB: 42 -> 32, KBG: 130 -> 140
  193. ThrowLw
  194. Full Charge: DMG: 22 -> 23, BKB: 20 -> 30, KBG: 64 -> 74
  195. SpecialN (Laser Blaze)
  196. Initial hit made to cause flinching, while the later hit has been kept as a flinchless hitbox.
  197. SpecialHi (Cannon Uppercut)
  198. Ground only hitbox edited to hit air foes, Air only hitbox removed.
  199. Endlag decreased by 20% (FSM ot 0.8* added)
  200. Cloud (Credit to SilentDo0m http://pastebin.com/0gHvnZwj)
  201. Limit Break Air Mobility: 1.32 -> 1.22
  202. Attack11
  203. Hitbox ID 0x2 extended by 1 unit.
  204. DMG: 3.5 -> 4.5
  205. AttackHi3
  206. Hitbox Duration: Frame 6 to Frame 10 -> Frame 4 to Frame 10.
  207. Startup: Frame 6 -> Frame 6 (Frame 4 with 1.5* FSM)
  208. Leg Intangibility removed.
  209. AttackHi4
  210. Startup: Frame 5 -> Frame 8 (Frame 5 with 1.6* FSM)
  211. Landing Lag: 18 Frames -> 19 Frames
  212. DMG: 14/14/13/13 -> 16/16/14.5/14.5, KBG: 90/100/83/83 -> 90/100/88/88
  213. AttackAirLw
  214. Non Spike hit: KBG: 105 -> 95
  215. Lingering Hitbox Frames: Frame 14 to Frame 43 -> Frame 14 to Frame 39
  216. SpecialN/SpecialAirN (Projectile)
  217. Hitbox sizes increased by 1 unit and extended upward by 2 units.
  218. SpecialS1
  219. Angle: 75/105/367 -> 366 BKB: 30 -> 0, WKB: 0 -> 80, KBG: 35/35/40 -> 100
  220. SpecialS2
  221. DMG: 3 -> 2, Angle: 107/78 -> 366, BKB: 43 -> 0, WKB: 0 -> 80, KBG: 25 -> 100
  222. SpecialS3:
  223. Hitbox ID 0x1: BKB: 130 -> 80, KBG: 25 -> 50
  224. SpecialS3 (Limit Break)
  225. Final Hit: DMG: 10 -> 9, Angle: 50 -> 60, KBG: 153 -> 140
  226. SpecialLw (Finishing Touch)
  227. Hitbox on Frames 20 to 21 KBG increased to match earlier hitboxes.
  228. Palutena (Ideas taken from the Palutena boards on SmashBoards)
  229. Air Speed: 0.91 -> 0.975
  230. Attack11
  231. Startup: Frame 7 (Frame 11 with 0.5* FSM that ends on Frame 8) -> Frame 5.94 (Frame 11 with 0.54* FSM)
  232. Hitbox Duration: 12 Frames -> 14 Frames
  233. Lingering Hit: DMG: 5 -> 6, KBG: 70 -> 80
  234. Startup: Frame 17 -> Frame 10.88 (Frame 17 with 0.64* FSM)
  235. Hitbox Durations: 23 Frames -> 16.1 Frames (0.7* FSM)
  236. Hit 1: DMG: 6/4 -> 5 BKB: 43 -> 0, WKB: 0 -> 75, KBG: 65 -> 100
  237. Startup: Frame 10 -> Frame 8 (Frame 10 with 0.8* FSM)
  238. Endlag reduced by ~10% (0.9* FSM after hitboxes terminate).
  239. Startup: Frame 14 -> Frame 9.94 (Frame 14 with 0.71* FSM)
  240. Endlag reduced by ~15% (0.85* FSM after hitboxes terminate).
  241. Air only hitbox removed and ground only hitbox edited to hit air foes.
  242. Hitbox ID 0x0: Size increased by 1 unit and lowered by 0.5 units.
  243. Hitbox sizes increased and extended by 2 units.
  244. IASA: Frame 68 -> Frame 58
  245. AttackHi4
  246. Startup: Frame 18 -> Frame 12.96 (Frame 18 with 0.72* FSM)
  247. IASA: Frame 72 -> Frame 62
  248. Windbox size increased by 4 units.
  249. Landing Lag: 20 Frames -> 15 Frames
  250. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  251. All hitboxes DMG increased by 1.
  252. AttackAirHi
  253. IASA: Frame 59 -> Frame 49
  254. *Pending* Hitbox duration: Frame 10 to Frame 11 -> Frame 9 to Frame 12
  255. ThrowB
  256. DMG: 8 -> 10, KBG: 60 -> 80
  257. ThrowLw
  258. Searching Hitbox: Size increased by 25 units.
  259. Projectile(s): BKB: 20 -> 40, KBG: 42 -> 50
  260. SpecialS (Reflect Barrier)
  261. Startup: Frame 8 -> Frame 7 (Frame 8 with 0.875* FSM)
  262. BKB: 10 -> 30
  263. Intangability Frames: Frame 16 to Frame 31 -> Frame 11 to Frame 36
  264. SpecialLw (Counter)
  265. Counter Activation Frames: Frame 10 to Frame 32 -> Frame 7 to Frame 32.
  266. Startup: Frame 5 -> Frame 3 (Frame 5 with 0.6* FSM)
  267. Sweetspot: BKB: 40 -> 45, KBG: 75 -> 80
  268. Little Mac (Credit to SilentDoom. http://pastebin.com/9bJwLQYd)
  269. Jump Initial Velocity: 26 -> 30
  270. Attack11
  271. IASA: Frame 22 -> Frame 17
  272. Attack12
  273. Jab 3 window: Frame 9 -> Frame 4.
  274. IASA: Frame 22 -> Frame 18
  275. Attack100
  276. Hit1 (Hitbox ID 0x0): Angle: 60 -> 35, WKB: 50 -> 30
  277. Windbox: WKB: 24 -> 50, KBG: 100 -> 80
  278. AttackAirN
  279. Autocancel: Frame >25 -> Frame >15
  280. AttackAirB
  281. Landing Lag: 22 Frames -> 14 Frames
  282. IASA: Frame 42 -> Frame 28
  283. Catch/CatchDash/CatchTurn
  284. Startup: Frame 9/10/11 -> Frame 6.91 (Frame 9 with 0.77* FSM)/9 (Frame 10 with 0.9* FSM)/9.9 (Frame 11 with 0.9* FSM)
  285. Grabbox sizes increased by 1 unit and extended forward by 1.5 units
  286. ThrowF
  287. Throw: Angle: 45 -> 25, BKB: 45 -> 35, KBG: 104 -> 90
  288. ThrowHi
  289. Multihit: DMG: 1 -> 2.5
  290. SpecialLw (Counter hit)
  291. King Dedede (Ideas taken from the Dedede boards on SmashBoards and Zikkh)
  292. Air Mobility: 0.63 -> 0.72
  293. Walk Max Velocity: 0.98 -> 1.08
  294. Initial Run Velocity: 1.36 -> 1.46
  295. Attack11
  296. Startup: Frame 10 -> Frame 4.8 (Frame 8 with 0.6* FSM)
  297. Active Frames: Frame 10 to Frame 12 -> Frame 8 to Frame 12 (this is to prevent a glitch in which the attack whiffs when it
  298. should hit)
  299. Hitboxes moved from root bone over onto the hammer.
  300. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  301. IASA: Frame 38 -> Frame 34
  302. Attack12
  303. Startup: Frame 11 -> Frame 6 (Frame 10 with 0.6* FSM)
  304. Hitboxes moved from root bone over onto the hammer.
  305. Endlag reduced by 15% (0.85* FSM added after hitboxes terminate)
  306. AttackEnd
  307. Startup: Frame 6 -> Frame 3 (Frame 6 with 0.5* FSM)
  308. AttackDash
  309. Knockback-based Heavy Armor added on Frame 7 until Frame 28.
  310. Horizontal momentum is boosted by 2 units on Frame 28.
  311. AttackHi3
  312. Startup: Frame 9 -> Frame 6.93 (Frame 9 with 0.77* FSM)
  313. Hitbox sizes increased by 0.5 units and brought backward by 0.5 units.
  314. AttackHi4
  315. Hitbox Duration: Frame 17 to Frame 25 -> Frame 16 to Frame 21
  316. Endlag reduced by 20% (0.8* FSM added to Frame 25)
  317. AttackAirN
  318. Landing Lag: 30 Frames -> 25 Frames
  319. Endlag reduced by 20% (0.8* FSM added to Frame 20)
  320. AttackAirB
  321. Final Hit: KBG: 150 -> 165
  322. AttackAirLw
  323. Sweetspot sizes increased by 2.
  324. Sourspot size reduced by 2 and moved upward 10 units.
  325. Catch/CatchDash/CatchTurn
  326. Grabbox sizes increased by 0.5 units and extended by 1 unit
  327. ThrowF
  328. Hit: DMG: 4 -> 5
  329. Throw: DMG: 5 -> 6, BKB: 70 -> 60, KBG: 72 -> 75
  330. ThrowLw
  331. IASA (End): 78 -> 63
  332. SpecialS
  333. Startup: Frame 29 -> Frame 24.94 (Frame 29 with 0.86* FSM)
  334. Endlag reduced by 15% (0.85* FSM added after Frame 29)
  335. SpecialLwStart
  336. Shield Damage: 0 -> 15

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