My problem with Back Aerial is that I try to do the Up Special > Back Aerial > Down Aerial combo, and Back Aerial's endlag takes long enough that I can't hit with Down Aerial because I'll fall past the opponent and miss. I also can't hit them with Forward Aerial or Up Aerial, either due to falling past them before being able to move (Forward Aerial) or due to not getting enough distance for it to connect (Up Aerial).
The only reason I was suggesting a change for aerial Side Special is to enable her to air combo better, because you could immediately follow up with Up Special or Forward Aerial to continue attacking the opponent from the air. 45° (or possibly more like 30 or 20) away from her works too, if you change it so that she doesn't go helpless if it hits. I'm not entirely sure how balanced this would be, but in terms of raw fun value it's cool to have a constant assault that works as long as you don't miss.
Also, are you gonna use that custom GFX you made for GSS's guns for Shinda's as well?
I also think she needs a smoke-poofing GFX on her hand(s) every time she switches weapons for an attack.
Also, a few things you should know: For some reason, she can't wear badges or bunny hoods; they're destroyed as she picks them up. The "item get" GFX and sound still appear on rare occasions, but nowhere near as often as they used to.
And now for some other feedback: So far, Shinda seems like a pretty cool character, with a rather cool focus on aerial combat. Unfortunately, her air attacks can feel a little wonky because her Up Special and Back Aerial have a little more endlag than they feel like they should, which especially throws me off on Back Aerial when using it to get back to the enemy after Up Special. Another thing: I think Side Special shouldn't send her into helpless if it hits, but should only be usable once when in the air. I also think that the aerial version shouldn't spike enemies, but should instead be followed up by a spin and second hit, allowing her to go right back into comboing the foe. Probably reduce the overall damage dealt, however.
Also, Down Throw might be a little bit overpowered. It does 7 hits for 20% damage if a regular capsule falls on the enemy. If, on the other hand, and explosive capsule falls, that's 8 hits for 45% damage. 20% is a lot for a throw. 45% is a lot for any attack.
So do you already know what you're going to do for Shinda's FS? Because I have a few cool ideas:
FS idea: The Final Battle: Like her current FS with the same name, Shinda creates a swirling vortex of paper. However, instead of covering the entire field, the vortex surrounds only her. She can move as normal while the attack is active. The paper vortex grants Shinda Super Armour on all animations (except when she's already intangible), and deals damage to nearby foes, hitting repeatedly at a rapid rate. These hits also cause fairly strong flinching, spiking grounded enemies down and towards her, while aerial foes are simply sent horizontally towards her. Lasts 13 seconds. As you can see, this FS turns Shinda into an infinite-combo monster who can absolutely destroy anyone who gets close. And it has a rather broad definition of "close"; even Marth's reach wouldn't be enough to get through.
My other idea isn't so much a full FS as it is just a sort of recommendation: if you're planning on making Shinda's FS a cinematic attack combo like Gunslinger Samus's, use her current FS (purple tint and paper swirling in the background) as the backdrop.
Maybe you could look at Game & Watch's Judgement Hammer (7), if that helps? Or does PSA not like Game & Watch?
It's not really an issue, it'd just be kinda cool if Shinda summoned something other than apples. If she has a favourite food, she could summon that instead.
Ah. So if you wanted to use other food items, you'd have make edits through BrawlBox?
But if differing food types is just an animation, how is it that they heal different amounts? (Sorry, this is probably the wrong place for this sort of question. I'm just curious, is all.)
It doesn't give her a heart. I gave her an apple. If I gave her a heart, that would be broken... lol...
Why does everyone always use apples for this (food-summoning specials, I mean)? Are they just the easiest to use in coding for some reason? Why not ice cream, or a coffee, or a strawberry? I think it would be cool if you used one of the other food items instead of an apple. Just because.
The kick looks a little stiff, but it's pretty good otherwise. Might want to work on having her legs come out for the kick AS she flies backwards, not before. Landing needs a little work, as well, right now it looks like she has no weight whatsoever, she just lands like a feather.
The spamminess comes from moves that chain into themselves instead of other moves, like Side Special, Forward Tilt, and Forward Smash. Think about how you can arrange her moveset so that, for example, Down Tilt chains nicely into Up Tilt (Mario's does this). Preferably without using Allow Specific Interrupt combos (or "On-Hit Cancel" and variations thereof), because that's the cheap and artificial way of doing it, and results in forcing the player to use certain, pre-bottled combos.
SideB is actually quite difficult to land fully if the opponent knows what they're doing. Neutral Special's knockback is rather over-the-top, however, especially using it double-reversed. It KOs easily at 45%. Up Special needs something going for it in terms of practical combat use. What if you combined Up Special with Down Special by adding a little bit of intangibility to the end of the startup, then changed Down Special to something else? It could possibly use a bit more base knockback as well, or perhaps a change in knockback angle, so that it isn't too easily punishable.
Her smashes are too fast and not strong enough on KB. FSmash is super spammy, but is useless beyond that.
I too agree that some of the fire effects are a little much, but I don't think they need to be removed completely. The explosion on SideB can stay, but needs to be quite a bit smaller. Maybe add a red sword trail to the kick like zutox said. UpB would benefit from some other effect than just a generic fireball, though. Maybe use a trail of just smoke, or a red sword trail like zutox suggested, and have the fireball stick to her fist when she punches?
Definitely, on the FS the hits should not actually be fire elemental, but instead just add a small fireball GFX that sticks to her fists as she attacks, and as zutox said sword trails on the kicks would be cool. Keep the exploding finisher though, it looks great. Mostly, the animations just need to be smoothed out and it needs camera work. Tone down the damage a bit, as well.
I still think you could easily make one of the aerials by having the cat thingy curl into a ball and slam upward or downward, similar to Sonic's ledge attack. Actually, now that I think about it, use that for up aerial, because I just spotted a great sprite of the cat doing a pinpoint kick that would be awesome for down aerial. Just have Shiki hold her cat thingy and slam it downward to strike the enemy with the cat's kick. (Actually, I think that's the cat's jumping animation, but it would work great for a kick too.)
I've never actually played TWEWY, but Shiki attacks using that little stuffed animal thing, right? (I know it has a name, but I don't remember what the name is.)
Up Aerial could have the stuffed animal ride her on her head and make a clawing swipe upwards. Down Aerial could have the stuffed animal rocket downwards while spinning, before bouncing back up as if attached to a yo-yo.
Another idea I have for Down Aerial is for Shiki to go into a diving missile kick as the stuffed animal slams down onto her back or shoulder, forcing her to fastfall at a slight forwards angle in the direction of the kick. You could also easily swap my other Down Aerial idea for Up Aerial, having the stuffed animal go spinning upwards to hit enemies overhead before coming back down.