obviously something not broken...a momentum-based jump (ie if you get hit to the left your jump is up and left, you get spiked you jump straight up) with a limited number of invincibility frames (perhaps 2/3 to 1/2 of the height of the jump) and a large amount of immobility afterward (ending somewhere between slightly past the apex of the jump and almost touching the ground)
A fastfaller, having a shorter techjump due to having higher gravities, would be close to the apex of his techjump when its invincibility ends, as well as being close to teh ground when the immobility ends. A floaty, on the other hand, would move at less steep of a curve, and would be able to move at a higher point, even though both characters would have the same frame length of the jump
As close an approximation I'm going to get...try to envision the slants as curves, not straught lines...the apex would be in the middle of the underscores...
A = ff'er, B = floaty
Red = invincible, White = vulnerable
Code:
A
__
/ [COLOR="red"]\[/COLOR]
/ [COLOR="red"]\[/COLOR]
/ [COLOR="red"] \
\[/COLOR]
B
____
/ \
/ [COLOR="Red"] \
\
\
\[/COLOR]
I have no clue as to the ratio of invincible to immobile frames, but it shoul be at a level where it's very difficult to punish a techjump if you do not predict it, but fairly easy to punish if you do...in other words, not bad, but not broken. Maybe a 1/1 or 2/3 ratio would work, but idk