I think he was referring to the issue with them having different physics. From what I remember there's an issue with them randomly desyncing because Nana acts really funny with the new physics changes. Not sure if this is how it is but I could have sworn I read something similar to that....
Also did you guys look at Falco's uptilt? *_* There's pretty much no endlag for the move now, as soon as it's done you can just throw another one out. I just looked at it and I saw that you guys gave it 2x after frame 14... *_* Hmmm 2x? Maybe 1.5 would be better? 2x for anything should be used very sparingly..I notice you guys are doing that a lot and it's making things very "strange" to say the least. Same with Zelda, but I mentioned that already. I hope you guys take a look at some of the things you gave 2x to and come up with a better number because imo it's pretty arbitrary and causes a lot of shield pressure issues. Especially in Falco's case with the true "widnmill of fury" (Melee players should get that reference..
![Oh Well :ohwell: :ohwell:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
).
Last thing...is Lucario supposed to be able to do upb with the 5/13 set? I've been consistently doing it twice with no help whatsoever and I'm not sure if this is a bug or done on purpose.
edit- from what I read it seems like a lot of this "coding" team is very busy and I would like to contribute with some of the numbers here. I'm sure changing the values like the multipliers in this case wouldn't be too hard. I'm not looking for a Nobel peace prize or anything, just trying to come up with better numbers because 2x for Falco uptilt is definitely way too much. Same goes for a lot of the other 2x's. CTRL+F "2x" in the changelist.txt and you'll see what I mean.