Sorry I've been busy and haven't had time to do any detailed replies to your reply to my initial feedback.
- I can play with increasing the recovery slightly across the characters and then pushing the invincibility to earlier (perhaps as soon as the 1st frame?) I'll discuss wave-dashing below.
Just to clarify, I only meant adjusting the timing of the invincibility frames to be earlier, not adjusting the length of the actual dodge animation. That's probably what you meant too but just wanted to be sure. Honestly, I'd probably think its fine if you just start the invincibility frames from the start and leave everething else as is, I was just presenting the option that if you felt that was too many total frames of invincibility that you could keep the same total number of i-frames and just start them sooner.
So one of the things I most frequently did with Wavedashing was wavedash back then smash attack forward, so that the wavedash back avoided an opponent's attack (by spacing alone since you get no i-frames) and then the forward smash would hit them (this assumes my forward smash has more range than the attack I was avoiding of course, like for instance avoiding and punishing a d-air). With the changes you demonstrated in your gif earlier, is this maneuver now possible without needing to use an actual Wavedash? This would require not only for the controls to allow it but that the dash has enough initial speed to be able to actually successfully "dodge" a move with it. I would love to be able to do this trick by just tapping one direction on the L-stick and then tapping the opposite direction on the R-stick, rather than the complex sequence that was required to do it in Melee!
I think its fine if you don't address tumbling/lying down for now, see how it plays out, it might not ever be needed or terribly missed in the long run. I'm glad to hear you've put some thought into the use of teching though (and have reason to avoid doing it, adding to Depth)!
It seems from other feedback that Parrying is quite difficult to do, so maybe it really doesn't need a counter after all? I don't think we'll know for sure until people have enough practice in and are "playing to win" enough to try basing their strategy around it. I still think the extended-hit-pause style I described before would feel more natural and exciting than the current post-move-freeze+invincibility implementation, but perhaps it will grow on me (its unique, I'll grant you that).
I think adding stuff to the player ID tag is an interesting idea for addressing readability issues like being in danger zone (> 100%), and having used up one-time-only moves (double jump, dodge, now wall jump too?). I hadn't thought of that solution, I'm so used to not even paying attention to the tags but it would be easier than looking down at the bottom of the screen in the heat of combat to see your status (or your opponents!).
On the Wrastor projectile, I actually want to use it sooner not as a projectile but to adjust the position of my wind tunnel. If my initial attempt to use it for a rushdown fails, I feel I have to wait a while before I can try at a different vertical position. Maybe it just lasts too long in general. Or maybe I'll feel its just right once I get more used to it
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Also on the turning around from double jumps thing, its not because of any gameplay reason, so the fact that he can turn around by other means wasn't the point, I was just saying it felt weird, and that that may be why the multi-jump characters in Smash turn around - it just feels odd to jump repeatedly backwards for some reason. I was actually surprised that it bothered me, but I'm fine with the reason given that something can look/feel a little weird if it works better for gameplay
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Anyway excited to see you've already made significant progress on some of my earlier feedback items, I hope I didn't steer you wrong and I look forward to trying them out!