This one was tricky, but I'm going to explain it the best I can. These are two animations occupying the same animation/grapple slot AND wrestler. This is how to turn the tokis and animations from one set of hacks to another.
As usual, the animations are the easy part, the tokis are the tricky part.
*Note: This breakdown is for 1 player only
This part is a typical move hack/splice, with the exception that I have added unused addys in order to trigger it:
Unused addy = 80400000/80400001 - 81400000 - 16 bit
D0400000 0001 - Unused addy is at 0001
D106B514 37FB - When Player 1 performs the rockbottom
D106B516 0063 - At frame 0063
8106B520 00A9 - Splice
D0400000 0001 - Unused addy is at 0001
D106B514 37FB - When Player 1 performs the rockbottom
D106B516 0063 - At frame 0063
8106B522 2648 - Splice
All it does it trigger the animations when the unused value is set. You can stack whatever activators you want to these to make them incredibly personalized.
Anyway. Here's the system the unsued addys are set on, I have all these codes separate in my emu:
This sets the two unused addys I am using for the move hack:
D115A71E 0001 - when the word "fight" appears
80400000 0000 - Unused addys are set
D115A71E 0001 - when the word "fight" appears
80400001 0000 - Unused addys are set
I've set the unused addys to work as a move counter. In this case, it is tracking which animation the Rockbottom is set on, the tokis and animation will respond accordingly:
D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 0010 - At Frame 0010
D0400000 0000 - If Unused Value is 0000
80400000 0001 - Unused Value is 0001
D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 000F - At Frame 000F
D0400000 0001 - If Unused Value is 0001
80400001 0001 - Unused Value is 0001
D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 0011 - At Frame 0011
D0400000 0001 - And Unused Value is at 0001
D0400001 0001 - And Unused Value is at 0001
81400000 0000 - Both Values are reset
For the first part I tied the value to a frame in a certain moves animation, in the second part, i used the frame before in order to establish that it would have to be a different time using the move in order for it to register.
So the Unused value will not be set to 0101 (0001 each if using 8 bit) until you use the Rockbottom a second time. On frame 0011 of the second time using the Rockbottom, the unused values will reset automatically.
Now for the tokis:
The reason why we set the unused values in the beginning is to reset the system, but to also set the tokis.
These are the tokis for the hacked Rockbottom
D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
81327848 5BFE - Sets tokis (ending animation)
D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
8132784A 0079 - Sets tokis (amount of frames) Player 2
D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
81327846 008B - Sets tokis (amount of frames) Player 1
These are the tokis for the default Rockbottom. The setup is mirrored from these last set of tokis, but they are on a different unused value.
We can leave the code like this, since the unused values will only change based on how many times the Rockbottom has been performed. No other move hacks will be activated as they are not tied into these values.
D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
81327848 9BAA - Sets tokis
D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
8132784A 0087 - Sets tokis
D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
81327846 008B - Sets tokis
Remember, in animation swapping and splicing, the tokis do not change unless there is an activator BEFORE the move happens to tell it to change itself. Though the movehack activates at 0001, it's tokis are actually activating at 0000, in order to be ready for the animation.
You can use this trick to have multiple move hacks for one wrestler, over one move. I am personally using this method to give some moves a more immersive, different feel, but it has plenty of other applications that can be used.