Gonna do a report on the Decemeber 20th Build I've played for a while now.
The main problem I've had that bothered me a bit was occasionally when you pause, the character moves up a couple of pixels off the ground. When you unpause, you go back to your original spot a couple of pixels below though, so it's not anything game breaking, but a minor aesthetic thing that probably needs a change. I noticed this happening more with Kragg after he'd use one of his special moves more often than any other character.
There's still those debug hitbox's that are glitchy also and lag behind the animation of the character themselves.
Zetterburn fire is still absolutely ridiculous IMO. 4 hits to a KO at 55% is absolutely busted as far as I see. What kind of increase in knockback does being on fire give? because if it's anything more than 1.5x original, I think it probably needs a nerf. Once a player knows how to use fire then Zetterburn is way too easy to play as.
Zetterburn recovery is still garbage. mainly because the fire around Zetterburn doesn't stop a Kragg rock, an Orcane puddle, or a Wrastor side B. That probably needs to change in some way to allow Zetterburn to recover more easily, while keeping it from being spammable while on stage.
Something about throwing a Kragg rock in this build causes rocks to occasionally float a pixel or two off of the ground, since gamemaker determines that there isn't space there below it for the rock to move down the extra pixels when it checks if space is available at Y+n pixels (I assume).
Kragg new up B mechanic has saved me many times. It's a very nice addiction that fits his playstyle.
For those that don't know, in this newer build, Kragg is able to pick up rocks from the side, as well as his shorthop height being changed so that he could jump ontop of the rock with a shorthop. I believe that how many hits it takes for the rock to break from ANY character has been lowered also it seems. Wrastor sometimes has a hard time still with breaking it but otherwise, it's much easier to break and won't be lasting as long out on the field as it normally does in a match. I still think that the rock should break upon impact with Zetterburn's upB so that he can't be as easily gimped.
Orcane still has a glitch with being able to place down 2 puddles at once. I personally don't know how to recreate it, but CPU's do it like 1/50 matches when I'm playing against them.
I'm pretty sure orcane had the least changed about him between the 12.11 and 12.20 versions, so I hardly played him at all myself. The CPU's need to learn how to use sideB > walljump > sideB to recover though. They suck terribly and would be much better if they could.
Orcane Fsmash on puddle needs to have something changed about it. The hitbox extends more than half of a character length beyond where the actual sprite ends.
A lot of hitboxes got segmented, and Dan made many moves have sweetspots (Which I first noticed with Zetterburn, then with Wrastor). Most (if not all) moves probably need to have segmented hitboxes about them. Ones that vary by a % or two, or in how much knockback they have. Many moves have ridiculous hitboxes, like Zetterburn uair being able to hit from below himself practically. Orcane fsmash on puddle could probably be segmented to where the further the opponent is away, the less KB and slightly less % the opponent receives. Something to that effect. Wrastor nair for example needs a change also.
Wrastor seems pretty broken again once I started to play him more. His aerials have some disjointed range on them now. if you space it correctly, he can kill very early with upB, Fsmash, and Usmash sweetspots. He plays so much better when you're playing without "Strong Hold" on. I found it ridiculously easy now to go out and gimp with upB against zetterburn. If sweetspotted, it can kill at as low as ~70%, but without a sweetspot it kills off the ceiling at ~200% roughly. The fact the the sideB out prioritizes everything in the game is also kind of busted in itself. Having it go through orcane's puddle move and zetterburn's side B make it way too good.
That's about all I can think of right now to type about. Will probably have more soon.