I applaud Leaf's revelation on increased percent simulation, and I think it should be looked at. But even while reading that, another good idea popped into my head...
Leaf mentioned move decay in his post, and it hit me: why don't we use move decay to help us out with our combo project? We could try a hack that defaults every move to max decay. This would cause less knockback while leaving hitstun alone, right? Combine that with the hitstun code, and we could create that combo environment we've been aiming for! I'll admit that I don't really know much about move decay, and it's possible that it also effects hitstun. Some research needs to be done, but it seems like a fairly low-line code that could at least be tested.
You probably immediately considered this problem, though: If we are decreasing knockback, we're increasing survivability, so that might not be a good idea in the first place. The addition of gravity would increase bottom deaths, but top and side deaths would be a lot harder with max decay. Perhaps there is a way to have the code only active during the lower percents. In other words, set it up so that it only effects hits below, say, 50%. After 50, normal decay would resume, which would put kills back to normal while increasing low percent comboability.
Aside from the kill problem, there is one BIG advantage if this could be pulled off: it would nerf a few of DDD's infinites! If you recall, DDD's infinites on Luigi, Mario and Samus stop working after 5 throws because the move decay, for some reason, actually pushes them farther instead of closer. If max decay is on at all times, DDD won't be able to infinite them at all. If normal decay kicks in around 50, that still 50% where you don't have to worry about the infinite.
What I DON'T know is how decay effects the other grabs in the game. I'm pretty sure there are no infinites that become possible because of decay, but you never know.
At any rate, what do you guys think? Worth a try?