Hey guys, something I'd like to bring up that may be important for when we're editing the fall speeds, and that is the way hitstun is calculated. The hitstun formula in the game is:
h = m*l / d
M is a universal multiplier (the current value we use in the hitstun code; default of .4) and L is the launch speed of the move being used. D is a division constant that varies depending on the character. From testing, it appears that there are 5 different values given to characters for this - 32, 33, 34, 35, and 36 - where the higher values are given to characters with higher fall accelerations. This is presumably to prevent characters with high fall accelerations from getting combo'd from here to infinity. The thing is, when we increased the gravity and the hitstun, these values remained the same. Why is this a problem? Because we made it easier to combo... and then we made it easier to combo. When we were giving all characters an equal boost in gravity, things still scaled the same. We could change the universal hitstun multiplier to keep the hitstun apparent yet fair. However, when you're making characters that you want to be "fast fallers" fall so much faster while giving them the same hitstun as a character who floats in the air forever, there is a clear problem here. And there are characters with high fall accelerations that were just not made into "fast fallers" in mookie's set.
Now, I think we can do one of two things to make this fair.
1) Just make all characters have the same gravity setting with a few exceptions, and just adjust their sh for it. This is probably the easiest, and if almas's first release was really just a global 1.2 fall speed modifier then I think this is probably our best bet. Characters like fox were clearly falling faster than characters like sheik, which I think really emphasizes how the game already had difference in fall speed, and that the multiplier attached to it just wasn't high enough to be really noticeable. Setting specific groups may just leave us with a relatively homogenized cast instead of having a wide range of fall speeds.
2) We try and harness the division constant, and set every character with the value we see as most appropriate. We would probably also be able to expand outside of these 5 numbers, so we could have a larger variation in the game if we deem it necessary. Also, in the light of this, if we were going to stick with the different gravities for different groups of characters thing, we would also want each gravity group to have their own associated division constant.
Personally, I like the first option better, and I think we should just give special gravities to the characters who need it.