Here's what I've done sofar as well as plan on doing:
- Increased speed, reach and knockback of F Smash (all have only been slightlytweaked so it's a more well rounded killing move
- Replaced U Smash animation (it's a smoother one) as well as general damage and knockback tweaks
- D Smash has a bit more reach
- N Air last hitbox has a bit more knockback + N Air landing laghas a hitbox that lasts for 3 frames upon landing and pushes foes away.
- D Air is completely different. He spins then does a downward kick that spikes the foes down at an angle. Because if the initial spin forward, it takes a bit to get used to the trajuctory. If the attack hits Shadow bounces off the foe.
- Neutral B on the ground has more startup and endlag.
- Fixed the Side B Air
- Fixed the Chaos Control
- Fixed Chaos Blast
There are probably more that I'm forgetting, but that's the majority of them.
This sounds excellent, only a few concerns:
-one is the neutral ground B, if it still functions the same attack wise, then nothing changed much about it as an edgeguard tool, I'm telling you it's an auto-kill move for opponents off the stage because not only does it reverse them, it also pushes them in the reversed direction, if anything I'd have it function like Mario's cape, that way although the direction is reversed, it won't push them far away, also the capes reflection property seems more professional than whatever random thing you have going on with it now, on top of that with more startup and endlag it's even more useless on the ground when not near the edge, any opponent can take the first hit and attack right through his neutral B while it's still out
-This is more of a question, does his F-air have any knockback growth?
-And about his B-air, would you consider making the first have weaker knockback to combo to the second similar to Link's B-air? FFing the first hit to a reverse grab would be sick
-And are you going to change the AAA combo to how it was? It wasn't overpowered before, it just allowed more comboing options but you had to time it really well, but now it doesn't matter how good you time it, the combo options aren't possible anymore
So I guess Mario's cape is overpowered too then, huh? ¦D
N-B is fine. Leave it as it is. Aerial should only be allowed one use though. No freefall afterwards, just only able to use it once. Otherwise you can just stall in midair for a while and there's nothing anyone can do about it.
No it's not because it doesn't change direction AND add velocity to the reversed direction
@Sanitys_Theif
I forgot to mention that I don't know what you're talking about when you said it reverses the foe. It does have cape properties at all. It just sucks them in then pushes them back out again.
!? For me it sometimes turns my opponent around AND pushes them away, either way, having an attack that can stay out that long with a big hitbox that forces people away is an OPed edgeguard tool to me