"Tilt Attacks: Im sorry but Im probably going to keep water bending as the tilt forward for conveniance. You have water-earth-wind as the tilts, and fire bending as the smashes. It fits together."
I've found out the pattern, and I understand it. A pattern is good. It limits you a lot, but it's cool. If you like that way, I have no objections after all.
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"Forward: I dont know what to say about this one. It is the perfect barrier which means its kind of broken but it fits in so well. Its very useful for recovery too. I just dont know."
As I've suggested (and if is possible to you make) put some limit on it. Like the wall can be activated by three seconds or something like that. The move is very cool, a little broken, but cool. If it had some limit, it would be more balanced.
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"Down: You know thats not a bad idea. It is an air bending move after all. It would make sense if it only pushed them away."
I totally agree with you. I was just TRYING to say (again, my english is baaad... =/) that the last charge could PUSH, not LAUNCH the targets. Just like the Typhoon Smash. Or maybe it can launch the enemies away, but it could has a slow progression of knockback (you know... more the %, more launched way you go). Or (something just come to me right now) it could launch the targets Upwards. Look, Aang LOVES to send the opponents into the air. Not forwards, but UPwards... =). That way, the special would be less deadly, but make possible to combo... =)
"Neutral: This move is only useless if you forget that its available. If you use it correctly, you can hit up to 40%. Ive KOed enemies with this move. Its like mario's final smash. It pushes them off the stage and sometimes past the death boundary (KO). You can combo this with a fully charged down-B."
I was not happy with my statement (sorry... a brazilian way to say....). The special CAN be useful, but it should be the most deadly special of Avatar Ness. I was calling it useless because DOWN + B was much more useful them this. =).
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"Air-Down Special. I couldnt agree with you more. I always wanted this to be changed but my only issue was the lack of ideas. Your idea of using air burst in it would make much more sense since on the ground he also uses it. I might use this idea, its genius."
Really grateful. But it only be "cool" if the DOWN + A Air do not spike anymore. Cause two similar spikes do not feels right =/
"Back-Throw. This is a glitch I need to fix. Just dont hold the opposite direction your supposed to throw the opponent and he should throw him in the right direction. But this glitch is useful becuase your opponent doesnt know where he will be thrown ."
I've just found to be a glitch, but a very cool one =)
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I don't have anymore time... AHR!
Sorry.
And definitely I will look for your adjustments...
Bye!
EDIT: Well... Now I've tested 1.3 version.
The changes were good.
I don't know anything about PSA hacks, but I know about programming.
If the information for the moves are interpreted, not compiled, you can retrive the "lucario's B+UP" easy, cause it's just open his info, and do a copy paste. However, as I stated above, I don't know about PSA so I really don't know how this will affect Ness.
For the Smash UP: It will be veeery dificult to find somethin interesting here, mostly because you are using the pattern (SMASHS = Fire bending / TILTS = All other). It's really a troublesome problem. Maybe it could be just another fireball, with another movement, or maybe it could be TWO fireballs... Anyway this is not very original....
. If you break the pattern, the forward smash could be the original Water Bending, and a UP smash could be something with wind (but not the tilt up). And actually, I really don't see the UP smash as fire bending, but as being a earth bending.
If I have a cool ideal about a fire attack, I will post here....
EDIT 2: Testing I've found two things (glitchs probably):
1. When using a screw attack, the second jump is INCREDIBLY long. It almost remembers of Link Super Jump in Melee (it was in melee, right?)
2. When you use the shield, it just appears almost below your feet. But when you "move" the shield, it goes to the right place....
I really hope that i helped
EDIT 3: Okay, now it's been four hours that my tests with Ness Avatar begun.
The Forward + B is a launching machine o.O. It can throw static barrels and crates at extremely great speed.
And this moves was bugging me, as I've said before... so something come to my mind. If the Air Wall could be a Air Deflection?
The move is very cool, and must not be dropped, so if you change it somehow, it could be useful as it is, and less unbalanced. The "type" of this wall is something like a "Fox's Reflector", you just hold the button, and the move will to be hold. But if B+Forward was something like "Mario's Cape", that has a timing to use, it would be more balanced. The "Air Wall" would be the same