Urg, I was so close! I'll just release this one now, because it doesn't look like I'm going to get a chance to test anymore tonight. The only thing left is his Back throw, which is almost complete as it is, I just haven't gotten that last hitbox in place correctly. Shadic, if you'd like, you could probably finish it in about five minutes.
http://www.mediafire.com/file/tntninmvgmg/CosmicGenoVersion1.18.pac
Anyway, an overview of the main changes:
The dynamics of overcharging Geno Beam and Geno Blast are now different. Instead of firing immediately if you hold the button past the 3-charge limit, they will 'fizzle' and gradually lose power over the course of about half a second, dropping down to a single charge if you don't let go fast enough. While this diverges a bit from SMRPG mechanics (in which case a failure to land a timed hit was simply a failure) it slightly increases Geno's options by allowing him to hold at least a partial charge a little longer than usual.
Geno Beam and Geno Blast now look slightly different at different charge levels, which should help people who aren't familiar with Geno's SMRPG mechanics.
The aerial Geno Blast becomes stronger if Geno has used Geno Boost.
The turning invisible when stunned glitch has been fixed, and he no longer dies if his shield breaks.
The difference between his Boosted aerials and his non-Boosted ones has been increased. Specifically, his Bair and Dair are both much weaker when not Boosted. These two attacks have also been given slight starting lag increases and significant ending lag increases.
His Fair's hitbox properties have been changed a little, making it easier to sweetspot on purpose and harder to do so by accident (basically, it will sweetspot if and only if you hit with the end of the dash alone).
Fair, Bair, and Dair all have graphical differences when Boosted.
His Nair still has a small hitbox, but the starting lag has been decreased and the hitbox stays out longer. It is also much more powerful when it comes out. Basically, it's comparable to Pikachu's Nair. It does get stronger with Geno Boost, but since it is already a high-risk/high-return attack, its Boost is not nearly as significant as Fair, Bair, and Dair. His Uair, being a kill move in its own right, does not receive any Boost.
Ftilt's KBG has been lowered significantly.
Utilt's hitboxes hit at slightly different angles.
His grab range has been lengthened, and all of his throws, with the exception of his currently incomplete back throw, should now work in all circumstances. Let me know if any bugs are found.
I think that's it. Here's a few pictures of some of his moves:
Bowser getting nailed by a fully charged Geno Beam. Geno Beam is best used as a 'trap' move. You usually won't land a fully charged Beam, but it has great damage and knockback if you do.
Geno Whirl! Hit A right before the attack hits the enemy for OVER 9000 DAMAGE!!! No, not really (that wouldn't be fair, now, would it?), but it can kill at around 100% damage. It takes some practice to land the attack, and isn't too hard to dodge, but never stay still too long when fighting an expert Cosmic Geno player...
...or you'll get HURT.
Geno Boost is Cosmic Geno's recovery move. Besides letting him rise upwards, it has a lengthy super armor period at its initiation, making Cosmic Geno particularly tough to gimp. It doesn't put him into free-fall, in fact, it raises the attack power of his aerial moves after he uses it.
As broken as it might seem on paper, Geno Blast isn't actually that useful a move in practice. Its ridiculous charge-up time and tendency to leave you wide open at close range more than makes up for its massive damage potential, and it's lack of knockback doesn't even give it the satisfaction of landing a Falcon Punch. Spam it, and you'll just get punished.
But, used properly, Geno Blast does work to round out Cosmic Geno's arsenal of long-range attacks. As you can see from this picture, it covers a lot of ground and can deal a lot of damage. It's also good for racking up damage on an opponent while they're off-stage, although Cosmic Geno's lack of strong horizontal knockback means that you won't be in such a situation very often. In a free-for-all, you can sometimes stand off to the side and Blast everyone while they're busy with each other. Just don't do it too much, or they'll all come after you!
You can also use Geno Blast in the air, but since it's slow, has no knockback, and puts you into free-fall, it probably isn't really worth it except in certain rare circumstances. It sure looks cool, though. THAT'S IT, I'M BLOWIN' UP JAPAN!
Here's the Star Gun, Cosmic Geno's side smash. It's tricky to use, since you have to hit the A button a right after launching the first attack to use the more powerful secondary blast, and it isn't even particularly powerful. It does have good range, though, and its double-hit nature can make Cosmic Geno unpredictable.
Cosmic Geno's Fair, the Rocket Rush, lets him swoop in quickly and nail opponents. It can 'push' opponents forward on contact, making for some crazy combos, but it's strongest if you hit right at the end of the attack. After using Geno Boost, it becomes an extremely powerful kill move...
...as you can see.
Triple Blast is one of the more unique Bair's, hitting in a wide, long-distance arc but leaving Cosmic Geno vulnerable at close-range. No longer as spammy or as powerful as it once was, using Triple Blast effectively requires some planning. It's best used after a Geno Boost.
Cosmic Geno's DTilt resembles Samus', as it pops opponents into the air. It's a particularly useful move, especially since Cosmic Geno has such great aerial capabilities. DTilt to Uair is one of his better kill options.
As is befitting a being from the Star Road, most of Cosmic Geno's good kill moves hit opponents straight upwards. His UAir, USmash, and UTilt, which is shown here, are all some of the most powerful attacks in Cosmic Geno's arsenal. This means that, without a lucky hit from Geno Beam, a timed Geno Whirl, or a Boosted aerial sweetspot, you're going to have to rack up quite a bit of damage to actually land a KO. Fortunately, Cosmic Geno's aerial combos are more than up to the task.