Thats a good Idea however only if it can also be charged in some way as not everyone can land hits as well as the next person. If half of a character is locked behind playing well it would only be played by really good smash players but only if he was high teir.Even after being excited for both the characters getting announced, a couple things ran through my mind when it happened:
1. I thought I read from somewhere that trailers like that wouldn't be made anymore(?). It was because they costed a lot of money, so to make two more of those kinds of quality trailers threw me off. Hype, but confused too.
2. Digivolution is the main shtick Agumon will have if the monster was represented well in Smash, right? But would we basically agree that by design, it'd be another comeback-factor rewarding the digimon for getting damaged & hurt? Or would we agree on something different?
Here's what I would want.
If you're going to include Digivolution as the move that makes Agumon Agumon, then make it act differently this time. Instead of being used or applicable for losing or taking too much damage, make it revolve around needing it for rewarding a lead. This was actually talked about in that YT video about Digimon Survive, where when you defeat an enemy, your meter of digivolution was extended to last longer. The more inputs that hit successively, the greater the meter rises too.
Just a start. I still haven't made the video I said I would make, but if anything, I'd want Digivolution to work like that instead of the generic Aura carbon-copy mechanic that's become the norm now.