The problem is most of us can't help.
Animation Modifier Data [347 lines]
How are we supposed to know what animations have been changed?
We could either go through and refind every single animation, or we could simply ask the people making said changes to document them. >_>
As for some of the more complicated things, no many of us cannot.
For instance, I wouldn't have a clue as to what every flag change in their pacs do.
But I'm sure a lot of us could help with some of the simpler things. For instance, I could easily do a changelist for DDD if that was needed. Things like a short description of why an angle was changed, or why it was speed up or slowed, or range changed. Those are the kind of things we can do.
Just something like:
Fsmash sourspot range increased, now trips any opponent on the ground (including platforms) in range who is NOT shielding or dodging.
Then would probably go a simple reason as to why this is included. Just a blurb that this gives DDD a new option to force approaches, force an opponent into a bad position, and a "tripchase" game if they are close enough to him when they trip. Maybe even include that Fsmash is SLOW AS HELL and a simple jump or shield stops the trip, landing a trip requires forcing the opponent into a trap.
Ftilt shield damage increased. This makes shielding an Ftilt at long range more risky because it now eats a larger chunk of your shield. It fits well with Ftilt's great poking qualities.
Uair SDI capacity reduced. Makes it more difficult to SDI out of his Uair, though hitlag on the move remains the same. It allows a properly spaced Uair to have a greater chance of hitting the last hit. Uair was very easy to get out of, which reduced its effectiveness. Still easy to get out of, but a properly spaced Uair is more likely to be rewarded.
Fthrow launch angle lowered, and BKB raised. Makes Fthrow much more useful at the edge. The previous angle DI'd correctly for you by default (45 degrees towards the corner) and would not kill or even set up for an edgegaurd effectively until high percents. It does its job better, and at earlier %'s, with the bonus of being able kill early with improper DI (if the opponent DI'd expecting a Dthrow and DI'd down and away for instance).
That's what Shanus means I'm fairly sure :V
We can do that. The WBR can talk about all the confusing PSA terms like a flag being set to 39030203
@Guy
I'm sure the WBR would accept this kind of help. Us more experienced players who understand the changes like I just described can easily right up a description of their character's changes in like 10 minutes, and that's 10 minutes somebody in the WBR may not have, or can use for another purpose. As long as they can see that who ever wrote it has half a brain to know what they are doing that is :V