@Zxeon:
Just use the Version 1 code, the first one there. It's the same as the old beta 5 code, except it's fixed so that
-There is no more PS glitch
-The Y value (additive) works now.
So just use that, as it's the one I'm using and did all this testing on.
@Mookie
I actually found something I disagree with in terms of your goal for shieldstun.
Strong aerials.
3. Strong aerials
Strong aerials should have a good deal of stun. They should have enough stun to where shield grabbing could not occur; however, it doesn't put the defensive player in too bad of a position. Strong aerials, in my opinion, should force a reset on your opponent, in which once you land both players are on roughly equal footing. This actually ties in with my earlier example.
I am playing Falcon. I get inside my opponents reach and land a knee. He shields it. I land in front of his face, but both my attacks lag and his shield lag has ended. We are now in roughly an equal position barring character differences. The main point of this is that Falcon has a great jab game, and I could then bring in jabs and start the jab game going.
See, by giving a strong aerial enough shieldstun to have a neutral outcome, we'd essentially be making a strong aerial safe on shield block.
I don't think that's a good idea.
There are a lot of strong aerials that can be spammed with no fear if strong aerials "reset the opponent". As Ness, I could use Bairs all day and not be afraid because no matter what, I'll be safe - at worst, it'll be neutral, at beat I'll hit the opponent. No real drawback.
This gives the offense a lot of power.
If you miss with a powerful move, you should be punished, not given a reset. What's the risk in using a strong move, then? Neutrality means no punishment, because the worst possible scenario would be the attacker rolling/jumping away or dodging.
In my opinion, shield stun should end a bit before the strong aerial ends. This will allow the shielder to shield grab anyone who lands after a strong aerial, but will prevent shieldgrabbing the attacker in the air since there will be enough shieldstun and push to space it out. However, the shielder would be able to then rush in with a dash-shield grab to punish the landing and this would force both the attacker and the shielder to need to react fast:
- If the shielder reacts fast, he gets to punish the missed strong aerial. If he's slow to react, everything is neutral.
- If the attacker reacts fast, everything is neutral OR the attacker can try to turn things his favor with mindgames or dodges. It's a risk, but the effort could be rewarded. React slow, and he is punished.
What you suggested just takes all the risk out of the strong aerial Mookie, and puts the defense at another disadvantage because it allows strong aerials to be spammed without real repercussion.
You see what I'm getting at?
With that, I think a slight reduction of the 3/5 MIGHT be necessary. We'll see. I'll keep testing.
Alopex, what decay system were you using, by the way?
I'm not. I have no decay-effecting code on. But all my testing is done on Training Mode, so it's effectively using a No Decay system.