A lot of my complaints with this PSA have already been brought up, but I did notice a few things that no one else has seemed to mention.
Firstly, Limit Break stuff. I noticed that Cloud doesn't gain Limit from dealing damage. In Smash 4, Cloud gains limit once he deals 250% damage. This is super easy to do in PSA once you know what you're doing; you just have to use the "If Hitbox Connects" requirement on the SFX or GFX tabs and then have it add to whatever variable controls limit. I didn't test if Cloud gains Limit from taking damage, though there is a variable that controls damage taken. I also noticed that Limit Break persists after death, which should not be the case. Even though the meter appears to be empty if you're hit out of Limit Charge or die, the charge is stored. It's a graphical error, but it makes Cloud so much harder to play.
Secondly, Climhazzard doesn't work like the Smash 4 version at all. If this isn't meant to be a 1-1 port, than it's kind of okay, but the move goes lower than it's supposed to, and Cloud can grab the ledge at any point during the downward slash. In Smash 4, Cloud can only grab the ledge after he falls back to his starting point.
Lastly, up smash's hitbox is incorrect. If your opponent stands on one of the platforms on battlefield and then Cloud uses up smash, it does nothing. In Smash 4, the move lasts until the sword reaches behind Cloud's head, but here it only seems to connect during the swing itself. The sword trail still persists, so it even looks like the move should connect, but it doesn't.
Overall, this is a good start, but it's far from finished IMO.
I've notice that you have your own Fit*char*.pac files, What do they change from the originals? Link's Navi taunt has no sound, Fox and Falco taunts have awkward voice options.
I think that they are supposed to be used with the Melee voices that are included with the download.
"I'm not sure if I should do this, though. The SNES costume looks like the GCN costume, but inverted. I had no ideas for the yellow and green recolors, either. I'm going to ask you guys. Should I make these the official recolors for Melee R.O.B. Remastered? Or should this just be a separate pack altogether? It's up to you."
Ironically, I made a version of Brawl R.O.B.'s yellow color once that was identical to vBrawl yellow R.O.B., just with the label on the base swapped with the Color TV Game logo.
I like the console idea, but I think you should also release Brawl R.O.B.'s blue, yellow (assuming you don't have a replacement) and pink colors in the pack as well.
To be honest,I thought that the striker Waluigi was a better alt, but then Biker Waluigi showed up and became my favorite alt. Even better than concept Metaknight.
I agree. I never really wanted Walurambo, but I thought it was a little funny. Then people came begging for it to be an alt, and now I really don't want it to be an alt. I think my main issue with it is it doesn't really fit Waluigi's moveset unlike the other alts which fit just fine.
I'm honestly curious how long the development for just the biker costume took. Must've been quite a while.
Could you please make a yellow Link color like the one he has in vBrawl? I don't want to use both black colors. (Not that I don't like them, I just don't like it when characters have two of the same color)
It might just be me, but can the clones (including Mewtwo and Roy) L cancel? I can preform it fine with the original characters, but I can't seem to pull it off with any of the clones.
If you guys redo Roy's textures, can you PLEASE bring back his yellow color even if it's an extra or something? Nothing against the recolors included in the pack, I just love Roy's yellow color more than anything, and was kinda upset that it wasn't included.
That being said, good luck. I really liked how this was turning out previously, and this new style looks even better.