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GENERATIONS · BUILD 45 / GAMEPLAY 196

Combat data you can inspect, question and build on.

Search the installed build’s authored parameters, trace damage references, and download a queryable database. Every raw value retains its source. Effective damage and frame timings remain unverified.

What this can establish today: which fields and skill references the shipped assets contain. Radius, velocity and script-frame arguments use unvalidated engine units. What it cannot establish yet: strongest character, guaranteed punish, true combo, per-hit damage or tier placement. The three-attack health pilot remains a provisional observation.

Explore the data

How to use this for competitive research
  1. Find the action. Use the move inventory for localized inputs and action slots for literal authored references. A slot name does not prove runtime dispatch.
  2. Trace the hypothesis. Find a skill’s Hit.damageId, then search that exact identifier in Damage identifiers. Raw bytes are retained; no float offset is labeled damage without validation.
  3. Test one condition. Record the exact build, effective settings, fighters/forms, guard state, distance, resources and input sequence. Preserve successful and failed attempts.
  4. Measure a decision. For a punish, measure both players’ actionable updates. For a combo, test escape windows and net resource cost. For neutral, test range, tracking and whiff recovery.
  5. Compare like conditions. Keep forms, balance settings, matchups and stages separate. Tier lists also need matchup evidence and player results; move damage alone is insufficient.

Open the existing Player Lab and choose Practice log to record community observations. Entries remain user-reported until independently checked.

Scope and identity issues

Blank and END slot records remain in the full database. This browser shows named non-END slots. The inventory contains internal groups; it is not a reconciled playable roster.