I've been doing some testing with it so I figured it would be a good idea to give you some specific feedback on certain things before you release the Beta 3.2.
I won't focus on balancing just yet, only oddities.
- Firstly, your test file is wrong for Bowser's grab break. Here's what it has:
Code:
Frame Speed Modifier Data [24 Lines]
065A9400 000000C0
[B]0B00003B 3F2AAAAA[/B]
1E00003B 3F777777
0A000040 3FAAAAAA
1A000040 3FAAAAAA
01000040 3F2AAAAA
25000041 3FD11111
14000024 3FD99999
1600002F 3F59999A
02000018 4036DB61
09000018 40200000
12000018 3FAAAAAB
1F000018 40555555
FF000018 40000000
FF000074 40800000
FF000061 3FA66666
FF000041 3FD55555
FF00000A 3FA66666
14140118 3FACCCCD
03190125 40000000
03140123 40000000
0300011E 3FC00000
03000121 40400000
1F0A0113 3FC00000
[B]0B00003B 3F5E9BD3[/B]
Both bold values are for Bowser's grab break. In this case, the first one in the code order will the code that gets applied. So the first bolded code is the one the game will use. And that is the 30 frame code.
The 23 frame code is that last code on the list, bolded. So you want to delete the first bolded line and replace it with the last one. Then you'll get 23 frame grab break for Bowser.
- As a reference, I tested out the VKO % of every character on center FD against Mario UpSmash. Have a look at the list and you'll see two problematic results in bold:
Snake 149
Falcon/Dedede 144
DK 140
Bowser 138
Link 137
Ike 136
Charizard/Ganon 135
Yoshi 134
ROB 132
Wario 131
Sonic 130
Lucario 129
Mario/Ivy/
Samus 128
Diddy/Marth 125
Wolf 124
TL/Luigi/Falco 123
Ness/Pit 122
Lucas 121
Fox 119
ICs/Olimar/Peach 118
Sheik 117
ZSS 114
Pika/MK/Zelda 113
Kirby 110
G&W 107
Squirtle 106
Jigglypuff 100
Samus is dying way too early off the top. Look at her, she only made it to midweight despite technically being the 7th heaviest character in the game.
Wolf is also dying too early, seeing as he's even lighter than mid.
There are a couple of other oddities (like Marth being a midweght now), but those two are the main ones that really need to be looked at. Samus especially.
- Speaking of Samus:
The DownB (Bomb) change you guys made, isn't working properly. It causes this weird little jump after the bomb comes out, while you're still in ball form in the air. It really makes it impossible to time bomb jumps because you get sent up by that little jump and your timing is totally screwed. It feels and looks really unnatural. Have a look at it.
- Lucas
His Bair is feeling weird to me when you SH it. It's like it's lag isn't being canceled properly. If it's autocanceled, you can use a another move right as you land, as would be expected. But if you just rely on the Auto-L cancel, it seems like the move is really laggy. Took forever for the C-stick to get registered after I SH'd a retreating Bair and C-sticked forward on landing. I dunno, have a look at it and see if it feels odd to you.
- Wolf
He's feeling good, but his FH is pretty low right now. I'd expect it to be about Fox's FH height, but it's only maybe 2/3 of that. Feels really weird and might be what made people think he felt too heavy.
- Toon Link/Link
After using the new and godly Link, Toon Link feels inferior in every regard. His aerials now all feel super laggy with Link having 25% landing lag. It's really noticeable between the two and really goes a long way to make Toon Link feel weak.
Speaking of Link's aerial lag, I'd say bring it up to 30%. A compromise between the 25% and 35% you guys tried in previous builds.
- Jigglypuff
Her FH is too low and feels really unnatural. She literally hits a ceiling and it feels really unnatural, especially for her character.
Characters still in need a shorter SH:
- Pit
- Zelda
- Lucario
Characters whose SH are too low:
- Fox
Seriously, that's the only balance issue I'll mention. Fox's SH is ridiculously low. To the point where, combined with his fall speed, he never ever needs to even bother trying to SHFF an attack. It's extremely low and just way too safe. I really feel his SH needs to be higher AND his fall speed needs to be lower. He doesn't have to be exactly like he was in Melee, for obvious reasons.
Ok, sorry for the long read, but that's what I got so far.
And really, try to keep pushing for a DJ height code to be made. There's no way it can't be done if we can make the air momentum code. And it would really solve all the issues that UpGrav solves but would leave vertical knockback unphased. It's the only thing I want.