That'd be sick, I'd definitely appreciate it! I didn't actually expect you to offer to test them at all, much less asap, so there's really no rush! I was just wondering if you happened to know off the top of your head aha
If it's any help, I drew the little bit of info I mentioned from
here. I'll summarize it to save you some time; there are three major differences between Melee/PM airgame:
- In Melee, aerial IASA can't cancel into specials and airdodges (not sure how applicable this is for plats). Likewise, grounded IASA can't cancel into specials or buffered shield. Both of these can be worked around at the cost of a few frames, also linked below.
( Melee / Melee double jump work-around / PM )
- "Jump Gravity Quirk" -- in Melee, your initial jump momentum is affected by aerials on the first few frames, reducing your peak height and giving less overall airtime than empty short/full hops, or later aerials.
( Melee / Melee example 2 / PM )
- "Physics Delay" -- in PM, airborne momentum is affected 2 frames after any input, as opposed to the 1st frame after Melee inputs. This affects the first airborne frame ECB, frame-perfect wavedashe timing, and the number of actions possible in a single short hop. He gives some Marth examples, linked below.
( Melee / Melee SH limitations / the PM thing-thing )
So...yeah, I think I got 2 and 3 reversed in my first post here. I'd double-check, but I got class. Thanks again!
EDIT: one of my links was wrong, now fixed (the bolded one)