As i promised i will tell u my experience with gss lol(its been awhile) but before i explain about gss ill let you know im a very good player and if i knew how to record videos on wii i would show you :p but i am giving you the most accurate info i could possibly give and ontop of that i actually love this hack and use it alot so thanks for ur awesome hack, i kno i wrote a paragraph but i think you may find out what your looking for if u read it but anyways heres my review of gss and my idea for the whole grenades
playing against the original characters with gss is pretty much balanced, for the bigger characters she may have the advantage, fighting against kirby is actually very hard because of his size(jigglypuff isnt an issue because she may be the same size but is weaker than kirby by far) i have used and mastered your hack and i can say without a doubt that she has only 3 knockbacks that can truley send you off the field but takes multiple times to really knock them off, the down A with the handguns shouldnt be a hard knock back but more of an attack to smash them down the cliff, plus switching between guns isnt a problem but like i said before if its possible to switch guns in the air it will give her a better advantage opposed to not having potential easy knockback move, most of her moves can be cancled by the opponent espessially pit with his shelid and link, i think that her range is good enough but maybe just her left/right A smash attack could actually hit someone, ive encountered that gss misses so much that im forced to doing the down air A attack to get damage up but in order to do that i have to grab them, i did tweak her hit percentage for that move to give her more of a balance, personally in my opinion shes pretty well set when it comes to fighting but what i think you may be looking for is make the machine guns do little to no damage but has a way better chance of hitting someone and give her a little bit higher of a knockback with her handgun. something noticable is that if im not mistaken every attack she has sends them diagonally so when she knocks them back they can fall halfway to the cliff and use their second jump and up b to get back on the stage
her potential knockbacks with hand gun if forced(meaning keep pushing to the cliff until they die)
-air left/right back A (i had to use this attack 5-8 times to get them to die
-air up A (to b honest i barely use this move unless i find an opening but usually my attack will miss or get cancled ending up in me getting knocked down or away by them)
-air down A (it works great but its usually the second shot that actually hits them and they are able to recover quickly to hit me)
-left/right foward (was actually more effective in the previous one before you updated it but now i find it really hard to perform this attack without getting hit but it does get lucky 65% of the time, ut to me its very useless at FD because it never kills them, they would be so close to the wall its not even funny but manage to live somehow with 140 damage and counting as a continuously use the move to kill them)
-up A (yea its a great move and i use it alot but i tend to miss too much resulting in me having to avoid using it at times unless they are very close to me on the ground, but with persistance this move does get me far)
-Down A (my favorite move that has great knockback eventhough i have to get their damage to a decent 140-190 to KO them with it but guarenteed to work after that damage level)
-if all else fails with handguns i just keep giving them more damage around 180-220 to make sure they will get knockbacked far enough to fall off the stage
one thing i was stunned by was you changing her shield dodge, yes this new one is more better when it comes to avoiding but preparing me for my next move was difficult on account that she has short ranged attacks but when i used ur previous versions dodge i could slip and slide around the opponent easily giving my the chance to prepare a combo but the downfall to that (which every character needs a downfall) it also gave me a higher chance of getting hit
unfortunately against other psas (non OP and lvl 9) she is usually really close to dieing first, but i did tweak one move which was the down a air which increased her performance against psas greatly but without it...it was way to difficult
but overall if you keep practicing with her she is very easy to play with just gotta try hard when ur fighting good players or lvl 9 comp
for the grenade idea i think maybe instead of making her own grenades which i believe u said u had issues with maybe u could use the bom-bomb and chang the model or get someone else to help make a different model and change the damage and knockback for that item, (ex: tails' psa) and when she taunts she gets the bomb or maybe the smokeball to symboloize a smoke grenade idk goodluck with that one but it really is a great idea for her to use grenades
i agree with calypso on that idea but if there is a way to make the stun grenade not stun too long, maybe 3 seconds because that could become annoying
gss is a great hack and is very fun to play with btw and i like ur animations for her
keep up the good work
1-10 score (with the use of both guns)
(Handgun only)Knockbacks-5
damage%-9
recovery-10
overall-7.3
btw something that i like to use alot and deals a great amount of damage is the left/right b and then i click A when i touch the opponent i looks cool and gives decent damage