so, redid my raw data collection for afc again.
some numbers changed and i haven't compiled it into a useful form yet, but some things of note: you can now grab ganon out of aerial flame choke. the ditto just got even stupider, gg. fox can still tech two frames before you can act. he still can't shine you out of your own aerial flame choke (afaik).
and oddly, it looks like you can't di away from him, nearly as far as you could before? i could've just been doing that part incorrectly, since i was only holding straight away for the last hit's di, which very well may be incorrect di angling, but characters weren't going nearly as far away as i remember them moving during my 3.5 testing. this may actually be a really big buff, since it means almost all of your options are available, regardless of how they di?
and on that note, i was able to get the launch angle to be reversed, i.e. they would launch behind ganon's back, instead of in front of him. i couldn't get it working very consistently, but i wasn't too worried on it at this point. i think you can make things work this way by b-reversing it or something? if anyone has any ideas on this, let me know. i'll post an updated list of properly compiled raw frame data later, probably this weekend.
some numbers changed and i haven't compiled it into a useful form yet, but some things of note: you can now grab ganon out of aerial flame choke. the ditto just got even stupider, gg. fox can still tech two frames before you can act. he still can't shine you out of your own aerial flame choke (afaik).
and oddly, it looks like you can't di away from him, nearly as far as you could before? i could've just been doing that part incorrectly, since i was only holding straight away for the last hit's di, which very well may be incorrect di angling, but characters weren't going nearly as far away as i remember them moving during my 3.5 testing. this may actually be a really big buff, since it means almost all of your options are available, regardless of how they di?
and on that note, i was able to get the launch angle to be reversed, i.e. they would launch behind ganon's back, instead of in front of him. i couldn't get it working very consistently, but i wasn't too worried on it at this point. i think you can make things work this way by b-reversing it or something? if anyone has any ideas on this, let me know. i'll post an updated list of properly compiled raw frame data later, probably this weekend.