Starscream
Smash Ace
I never said gravity doesn't affect multi-jump jumps. It's pretty easy to assume that it will affect the height of every characters jumps. I went into to training with every multi-jump character and just stood in one spot and did all their jumps. None of them ever lost height or did not gain height from their previous jump. That's what I was trying to say. Pit's last jump will still send him higher than his previous jump, the gravity on 1.165 is not enough to gimp it. Same goes for the last jump on every other multi-jump character. The last jump itself is not as high as the previous jump but you will still gain extra height by using. You honestly think this will destroy Pit? It will be a little different at first but it's not going to ruin any character's recovery.I used heavy brawl as an extreme example. It shows that gravity does affect those things I mentioned which means that even though yours is much less, its still affects the things I mentioned. So not only does it mess with characters recovery a little, but its not a good idea to destroy all aerials that are auto canceled in a SH or FH.
I like how you dismissed my whole post because of that one part that proved that gravity affects things you said they didn't -_-
I don't know why or how Pit loses time on his Up+B in heavy Brawl. That makes absolutely no sense but I guess I was wrong. My batteries in my Wii mote are recharging so I can't really check right now anyways. Once again, it doesn't destroy his recovery as you seem to fear.
Several players want a lower short hop code so when that comes it's going to get rid of Ganon's thunderstomp anyways. Besides it's not like he's screwed, he'll just have to L-cancel or use the Auto L-cancel code. Same goes for Falcon's stomp. Snake can no longer full jump nair all hits but with L-cancel or auto l-cancel he has other options after the 3 hits (since they don't have a whole lot of knockback) such as ftilt, jab combo, utilt, grabbing, etc. With 1.165 gravity settings Marth actually has to properly time a short hop double fair now instead of throwing them out with ease. Most characters still have their old auto-canceled aerials, Luigi can still short hop double uair.
Short hops are the perfect height with this setting, and I've noticed that airdodge spamming is reduced since you won't just float effortlessly back to the stage. The game feels faster, more fluid and not so floaty. Ask anyone that has played with these settings extensively and they will agree with me. Don't be offput by the initial differences, you'll quickly get used to it and find the overall game more fun rather than worrying about little character specifics.
You can say it's a substitute for now, but it's also not guaranteed we'll see all the jump and falling changes MuBa proposed come to fruition. If they never happen I think this is the next best thing.
And I didn't address your other points because I didn't want to really continue this discussion. I mean this is the Hitstun thread afterall. >.>