**Flags** Flags govern traits of the attack when it hits and can be combined. Unkother = -1 NONE = 0x0000, USE_LOCAL_SCRIPT = 0x0001, DONT_KO = 0x0002, UNK0x0004 = 0x0004, //No turn? HARD_KNOCKDOWN = 0x0008, UNK0x0010 = 0x0010, UNK0x0020 = 0x0020, UNK0x0040 = 0x0040, UNK0x0080 = 0x0080, UNK0x0100 = 0x0100, UNK0x0200 = 0x0200, UNK0x0400 = 0x0400, UNK0x0800 = 0x0800, UNK0x1000 = 0x1000, UNK0x2000 = 0x2000, UNK0x4000 = 0x4000, UNK0x8000 = 0x8000, **Hitstun2** = hard knockdown time. Not sure if exactly 1-1 for frame count. **Force X** This governs both knock back distance on a juggle & pushback distance on a grounded hit. On a grounded hit the opponent is pushed back this distance. On an air hit the opponent is knocked by twice this distance. **Force Y** The height opponent will fly upwards if using a Blow hit effect. Actual speed of movement is modified by Hitstun value. **Hitstun** Frames of hit stun to add to the attack. When hitting an airborne opponent this is how many frames the opponent will remain airborne. **Hitstun2** Time opponent remains knocked down after landing. **Pre-Jump Hit** This is the hit effect that occurs when hitting an airborne opponent **Post-Bound Hit** This is the hit effect that occurs when hitting an opponent who has been ground bounced.