"-Revising moves with static knockback curves and making them scale more with percentage. "
inb4 Fox's shine doesn't count because Melee
"-Balancing cooldowns with power/start-up/duration/utility."
I don't really get what this one means. Just making sure you can actually punish everything ?
"-Tools that mitigate positional advantage (e.g. circumventing juggles, edge guards)."
rip my dair&uair, I guess ? idk, I always felt like my terrible air speed was enough for people to juggle my character. Guess I'll just have to wait and see.
I'm worried Mewtwo will still be able to woop woop to outlast respawn invincibility. The change on ledge mechanics you announced earlier doesn't really address this problem. Just wanted to throw this on the table.
"-Tools that provide excessive burst movement without appropriate risk."
rip squirtle/sanic/ike/eventually kirby, you will all be missed (except for Sanic)
"-Moves that hit at unintuitive angles."
rip the upB of both my Ivy and my DK, I guess. I don't really get this one either, you want us to be more creative but then you stop us from using our moves in a creative way.
Well, if it can get rid of Marth's utilt having more horizontal range than most of my moves, I'm fine with it haha
"-Moves with SDI/hit-lag multipliers on them that circumvent the strength of Directional Influence (barring grounded multi-hit moves)."
See this one I'm actually worried about. The extreme brokenness that is Ivy's nair is the main incentive I have for not camping 100% of the time. Remove that incentive and I'll become someone you really don't want to play against.
But I'm glad you realized high SDI multipliers and grounded multihit moves don't really add up. I'll welcome my beloved ftilt's return <3
It really does sound like you're simply making PM less stupid in 3.5 and I'm all for it <3