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Since I'm excessively tired tonight I am just stubbing out the various ways SEGA carelessly softlocks the client if you don't properly respond to client requests.

It's revealing some... Interesting UI behaviors.

We are now able to identify which skills a player is hitting something with, as well as enemies and objects. The assumption I am making is that damage formulas have a multiplier based on the hit type stored in some client files where I also derived all the skill names (and some garbage data).

If we can derive this "motion value", and identify the rest of the stat fields for enemies, we can fully evaluate unarmed combat damage exactly as SEGA does.

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