I know this was directed at me but I have done a bit of playing in it and I don't like it much at all. Though it does help with a lot of the weaker moves by quite a bit I don't feel its doing enough for the stronger moves. So I've started playing a few games at 13/22/5 and I like it quite a bit more.
It would be great if you guys could tell me exactly which strong attacks weren't optimal for you.I agree Giza, I was uderwhelemed with the 11/22/5 shield stun code. It's just not doing enough for stronger attacks in my opinion. Mind posting your shield stun code Giza?
Some strong aerials will never be safe, because they are just too long lasting or just have too much lag. Examples of this are Falcon's Knee and G&W's Box.
I tested the 13/22/5 value and overall is does feel good, with one glaring problem:
At 13/22/5, Fox's 2% Lasers shieldlock for a lot longer, meaning they shieldlock from a much larger range.
That's not good at all. In 11/22/5, the Lasers only shieldlock up to the midrange. After that, they stopped because the Lasers didn't cause enough damage to make a strong enough shieldstun.
At 13/22/5, the range was considerably higher. That's a problem because at that range, you shouldn't be worried about shielding a projectile. The 11/22/5 lock range was at the point where you wouldn't be shielding the lasers, you'd be close enough to just be charging in.
So tell me what strong attacks you guys had most problems with so I can look at them specifically, because 13/22/5 didn't feel that much different from 11/22/5 to justify the brokenness that Fox's lasers become with a 13 multiplier.
EDIT: While I await your responses, I'll go test 12/22/5 and see if that works as a compromise.
EDIT 2: All my previous testing has shown that the hitstun of Fox's Lasers scales far more with the multiplier than with the additive. It's counter-intuitive since it's such a weak hit, but that's what happens. So, alternatively, if 12 proves to still be too much for the lasers, we could leave the multiplier at 11 and work only with the additive until we find a suitable value for stronger attacks.
Strong attacks also tend to scale better with the multiplier, but they'd still be affected by the additive, and the 11/22/5 didn't feel like strong attacks needed that much of a boost, so I don't think we'll need to increase the additive by that much to achieve desired results.
I would love to test all that out, so I just need you guys tell me the moves that I should be on the lookout for when I do all that testing before I begin.