Character Physics jump gravity: C142 (4 bytes) (example: C144:2000 = low gravity) forward jump speed: C1BC and C1D6 (4 bytes) knockdown gravity: C2FA (4 bytes) touch ground bounce: C3BA (4 bytes) (example: C3BA:FFFD = bigger bounce) gravity when bouncing on the ground: C3E8 (4 bytes) make Axel, Blaze and Max be capable of running BEA8: 0C6A - 6008 NOTE:Axel, Blaze and Max will run with their throw animation, in order to give them their own running animations you need to do resize script In case you don't know how to resize script watch this video: https://www.youtube.com/watch?v=f_PDwxwW_Xs -------------------------------------------------------------------------------- MAX walk speed: C0EA jump speed: BDF4 (4 bytes) Turn the grab jump into a vault ACE0: 20 d2 to 22 88 To make Max throw change these values D460 = FFFE0000 D1E0 = 18 in another words: at D1E0 change 00 08 to 00 18 at D460 change 00 00 00 00 to FF FE 00 00 slide initial speed: BE3E (4 bytes) deceleration value: B23E disable slide physics: b232:4e71 offspecial horizontal speed: B2A8:5X6A and B2AE:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example: B2A8:546A B2AE:556A = move slower) disable offspecial physics: B29C:4e71 forward grab jump speed: CE9C and CEB6 (4 bytes) gravity: CDEA (4 bytes) -------------------------------------- AXEL: walk speed: C0EC jump speed: BDF8 (4 bytes) grandupper horizontal speed: AF56/C756 and AF66/C766 (4 bytes) (example: AF56:0003 and AF66:0003 = fast grandupper) disable grandupper physics: AF3E/C73E?:4e71 offspecial Final uppercut: AE8A/C4F4 (4 bytes) (examples: AE8A:FFF8 = high jump; AE8A:FFFE = small jump; AE8A:0000 = no jump) back slam horizontal speed: C9EC and C9FC(4 bytes, C950 must be 2x the value at C940) vertical speed: ? gravity: CA0C (4 bytes) disable slam physics: c9d2:4e75 ---------------------------------------------------------- BLAZE: walk speed: C0EE jump speed: BDFC (4 bytes) front slam horizontal speed: C940 and C950(4 bytes, C950 must be 2x the value at C940) vertical speed: ? gravity: C960 (4 bytes) disable slam physics: C91E:4e75 defspecial horizontal speed: B084/C992:5X6A and B08A/C98C:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example:B084:586A B08A:5984 = fast forward) gravity: B06E (4 bytes) disable defspecial physics: B062/C8CC:602A blitz horizontal speed: B128:5X6A and B122:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example:B128:5A6A B122:5B6A = fast forward) initial jump (shared with SKATE blitz): BE46 (4 bytes) gravity: B106/C972 (4 bytes) (example: B108:2000 = lower gravity) disable blitz physics: B0FA:6030 ------------------------------------------------------------------- SKATE: walk speed: C0F0 jump speed: BE00 (4 bytes) run speed: BECE and BF12 (4 bytes) back attack horizontal speed: C53C:5X6A and C542:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 initial jump: BD82 (4 bytes) gravity: C526 (4 bytes) disable backattack physics: BD80:6006 blitz initial jump (shared with BLAZE blitz): BE46 (4 bytes) gravity: B368 (4 bytes) horizontal speed: b380:5X6A and b386:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 offspecial horizontal default speed: B412:70XX (XX = whatever you want) horizontal close speed (when press back): B422:70XX and B440:70XX (XX = whatever you want) horizontal far speed (when press forward): B42A:70XX and B438:70XX (XX = whatever you want) Initial jump: AE92 (4 bytes) (examples: AE92:FFF6 = high jump; AE92:FFFA = small jump; AE92:0000 = no jump) gravity: B3FC (4 bytes) disable offspecial physics: b3F2:4e75