As I said, it won't be killing for a while, and even if it was that reliable of a killer It'd only be in the center. By the time Sonic can get that close I don't think invincibility makes a difference.
As for combo'ing, its going to get them into the air, and Sonic will have low lag. Most likely starting a techchase on FF'ers but otherwise I don't see many particular guaranteed strings so far.
The point is, we can compromise here. Just because its a string breaker doesn't mean that should be its sole use, especially considering its not a very good one. The one I proposed comes out at the same time as Marth's counter (From what I've observed in PSA), and lasts 4 frames. I'm thinking upping it to 6 frames and making the disjointed hitbox have low BKB and landing lag for some sort of decent setup at low percentages.
I'm not sure why the pac file is crashing, but when I ported to the new PSA the nair was most definitely causing it. For some reason it just had trouble with the external graphic file command. Maybe it has something to do with that. Anyways, if I can get help porting it into the new PSA it might solve the dilemma.
Like I said, a very short burst of invincibility isn't going to cause any problems. Essentially, all invincibility does when it's in very brief amounts is give a move infinite priority. Too much, though, and the move becomes a frustratingly good string breaker (unless the invinc happens later in the move or something). You really don't seem to understand how good it is to have a string breaker than deals double digits worth in damage. Greatly reducing the damage you take in a combo and also dealing damage back in the process is what makes string breakers such good moves. Oh,
and they also shift the positional advantage to the character who executed the string breaker. Now, you're telling me that you want a move that is so good defensively to
also be an offensive combo starter
at the same time? Going back to wolf's shine, here. It can be used as a string breaker when high in the air. However, (in brawl+ at least) you're also able to sh shine -> bair with frame perfect timing, which is a true combo. Notice how they're completely different situations, though. In one, you're sh'ing toward your opponent; you're being aggressive, so there's higher potential damage. In the other, you're already in a compromised position because of your opponent, and the potential reward of not taking more damage is already far and away great enough that it doesn't
need to do more than 3% damage to be useful. Just pick the function you want for the move: combo breaker, combo move, or kill move, and pick the stats according to that. If you give it too much invincibility, though, and also make it a combo or kill move, I can guarantee you that it won't pass through the rest of the WBR.
That might be why it's crashing but the game never locked up while I was using the nair. Both times Sonic's feet were firmly planted on the ground. As for the HA, that's fine, but is that going to be the final angle Sonic moves in?
For the upsmash you could be right leaf, my boyfriend and I are gonna test it out now that he's here and I can try some stuff out against a real person and I'll see if what happens. But you're saying that all the hits to the nair should link all of the time, regardless of weight and horizontal momentum, right?
Yes, that's probably gonna be the final angle sonic moves in on the HA.
And no, that's not what I'm saying on the usmash. Weight of the characters shouldn't matter at all, since unless blank was being a total nub when he made the move, the move won't have growth. However, both your horizontal momentum and their
fall speed will play into whether or not they stay in the move. Using an If statement, it's probably possible to create two different sets of hitboxes that spawn depending on if sonic was running before the usmash or not, which would allow you to make it connect properly in both situations, since then you'd only really have to worry about making sure it works for all the different fall speeds of the characters in brawl+.