Edit: I have Wifi riivolution file. Darnit I was afraid, Riivolution usually gets more bugs like that Bowser freeze crap lol. Does anyone know exactly how bugged MK is in my version because I'd hate for it to be a **** ton more than Dthrow n stuff.
Yeah MK Dthrow bugged for me. I have the wifi version so hopefully that's not the issue, but the person is released as he is still tapping his toes and he awkwardly slams the ground wayyy after the person is released. I tested this with different character weights too and it was still bugged.
Dair, if angled, will not let me cancel it at all from what I notice, and it will plummet me to my death. The normal Dair has a cancel window that's better/earlier than I was imagining. I'm guessing they didn't want a cancel window on angled Dair for recovery purposes but seriously if there's nothing bugged with that then it's really poor design imo. I see the edge cancel stuff but it's almost like why bother the move does diddly squat for damage. I'm slightly worried that SDI/teching/etc lame combination will ruin it's usefullness onstage. The regular Dair offstage looks possibly sick, but like that's it. I'd almost rather have only that just for consistency purposes so I don't have to constantly watch my momentum/direction when doing it.
Shuttle loop is no longer a horizontal killer, but it's now useful as a vertical finisher in the air with non sucky spacing/timing. Side B you can't angle as severely up or down compared to Brawl but people may find it useful for recovery.
If you do Down B from the air, you lose any jumps and the ability to use B moves until you land and the ability to airdodge (the animation of MK coming out of the cape is a bit wonky. I'm guessing you guys put him into some special state, and it doesn't transition that smoothly from the cape ending to that state). You can still attack with aerials. From the ground, you can angle it up to the air and retain all of your jumps but still cannot use B moves. You can do instant Down B attack with the C stick, otherwise hold B to do the attack. The longer you wait before attacking with it, the stronger it hits (full Down B hits like a mini truck, almost kills DK at the edge of FD with no DI at ~55%. To put that into perspective, his Fully Charged Fsmash kills at the edge around 50 on DK). Down B is very leniant on grabbing the edge: you can do a Down B attack from onstage, moving directly over the edge, facing backwards, have the sword come out, and you still grab the edge afterwards.
Tornado is not very friendly for grabbing the edge. If you end Tornado near the edge, you need to be quite a distance above the edge before you can actually grab it. MK falls for awhile before going into a state that lets him grab the edge. Be aware of this if you are trying to recover with it and can't move onstage with it. You also will tend to have to rise with Tornado onstage to hit people effectively with it, because they start to float upwards naturally from what I'm seeing. If you just press B one time on the ground and move left-right, people will fly up out of it over time.
TL:DR
MK is a laggier version of his Brawl self who's sorta tooled towards Melee now? I say sorta because there are some design choices that probably could have been better, and because he's an ugly mixture of different ideas. His only decent throw for combos or followups is Dthrow (even with my bugged version I saw on the stream how solid it was and how fast he's actually supposed to move out of it). Vertical chains for MK would be interesting except that he has no throw setup for them, and Utilt sucks. A low Uair that hopefully they don't DI well, or an Usmash, are like the only ways to try something cool along those lines. Horizontally he doesn't really combo you he smacks you away just a bit further than he would like at mid %. He has some well designed moves like Bair, but choices like Nair feel like they are reduntant at times when you consider how much better Bair Fair and Uair cover those areas respective to his body. Will be interesting to see how CC and SDI affect multi hit moves like Fair, Tornado, Dair, etc.
If I had to Grade MK overall as a character, I'd say B- or C+. They kept a lot of his feel and moveset similar to Brawl, but in regards to making a character that totally flows Melee style he has some lacking areas. He seems like a very fair character, didn't toy around with trying to DACUS or anything super in depth although it seems like maybe he can boost grab? He's gonna be annoying perhaps, but dominant I'd doubt it. There's plenty of room open with diverse moves like his Down B, a lot of play area with that move, and people may perfect certain edge cancels with shuttle loop/things to take away the extra lag he was saddled with...